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[DEV] Update 28.02.2016

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Traxdata
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[DEV] Update 28.02.2016

Postby Traxdata » Sun Feb 28, 2016 8:28 pm

Hello everyone!
This is the first of our regular updates on the Dystopia 2 development progress.

We've completed Milestone 1 last week, which was all about core logic like:
  • Basic team picking
  • Basic class picking
  • Basic implant picking
  • Character (Movement, Replication, Subcomponents)
None of the picked types have any impact in the game right now. We've simply prepared the GUI and the network replication.

This week was all about Dystopia 2 gameplay. We've completed:
Resources
  • Health (Recharge and Damage)
  • Shield (Recharge and Damage)
  • Energy (Recharge)
The next task is to implement the basic objective system you all love so much in Dystopia 1.
Code junkie and UE4 enthusiast. Managing all the stuff with Termi.
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Vizzys
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Re: [DEV] Update 28.02.2016

Postby Vizzys » Sun Feb 28, 2016 8:50 pm

Nice work boys
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Cokemonkey11
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Re: [DEV] Update 28.02.2016

Postby Cokemonkey11 » Sun Mar 06, 2016 11:20 am

Regarding core movement: are we to expect a replica of source aircontrol/bunnyhopping physics?

What about the strange side cases like strafe-walking against walls?

Will leg boosters play a core role in Dystopia 2? (Personally, I hope not - don't shoot me.)

:cM:
-Cokemonkey11
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Traxdata
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Re: [DEV] Update 28.02.2016

Postby Traxdata » Sun Mar 06, 2016 12:50 pm

We are currently investigating a framework, which implements the classic fps movement in UE4.
It is pure Blueprints, so we will have to refactor it to c++.

The team has never said anything against legboost - I don't know if we will drop it, but I don't think so atm.
Code junkie and UE4 enthusiast. Managing all the stuff with Termi.
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Re: [DEV] Update 28.02.2016

Postby Cokemonkey11 » Sun Mar 06, 2016 1:23 pm

Last edited by Cokemonkey11 on Sun Mar 06, 2016 1:37 pm, edited 1 time in total.
-Cokemonkey11
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Traxdata
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Re: [DEV] Update 28.02.2016

Postby Traxdata » Sun Mar 06, 2016 1:27 pm

Coke you probably should add a new thread in the discussions forum to get some feedback on your thoughts.
Code junkie and UE4 enthusiast. Managing all the stuff with Termi.
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