PR2 R&D #2 - more wacky stuff
Posted: 2009-08-04 00:14
Vaiski recently won second place in the "C4 Shader Contest". He's continuing to experiment with the C4 engine. Here's a couple of "proof of concept" things he's been working with.
This stuff is by no means reflective of game features; rather what Vaiski was experimenting with was how much can be done with the Graphical Script Editor that is part of C4 (it's a like like the Kismet editor from the Unreal engines).
The thing about the C4 graphical editor (like Kismet) is that it allows non programmers to perform some very powerful game play scripting. It's also a real time editor, so when you make changes they can be tested immediately without recompiling the game (an important aspect of workflow for rapid prototyping).
The first one is a roughed in concept that could work as thermal vision:
The next one if a roughed in proof of concept around an AAS Game Mode. It uses obvious placeholder elements to show the basic logic.
Again we're still in the pre-production stages with PR2 (aka fooling around to learn the ins and outs of the C4 engine and of game development in general).
But we're making some progress and have done some work to move from pre-production into development of our first milestone test build (which will have many smaller build leading up to it).
egg
This stuff is by no means reflective of game features; rather what Vaiski was experimenting with was how much can be done with the Graphical Script Editor that is part of C4 (it's a like like the Kismet editor from the Unreal engines).
The thing about the C4 graphical editor (like Kismet) is that it allows non programmers to perform some very powerful game play scripting. It's also a real time editor, so when you make changes they can be tested immediately without recompiling the game (an important aspect of workflow for rapid prototyping).
The first one is a roughed in concept that could work as thermal vision:
The next one if a roughed in proof of concept around an AAS Game Mode. It uses obvious placeholder elements to show the basic logic.
Again we're still in the pre-production stages with PR2 (aka fooling around to learn the ins and outs of the C4 engine and of game development in general).
But we're making some progress and have done some work to move from pre-production into development of our first milestone test build (which will have many smaller build leading up to it).
egg