I have returned from a weeks holiday with a brand new eye infection (or an allergy nobody is willing to commit just yet) and as such I for once have an awesome reason for having done no new work on my UDK game.
However there is more recent footage on the interwebs than my youtubes contains thanks to Epics UDK trailer they made for GDC2010.
The good bit is around 2:37 the rest of the video is clearly rubbish.
So things that are new in this version:
These will home in on you once you get close and form the basis for just about all pickups and rewards that will be in the full game.
Collect Pickups to recharge your Slowmo-o-meter and then hit the right mouse button to slow down time. Very useful when you get yourself surrounded.
New Spawning Code!
OK so this isn’t noticable or will affect gameplay but it was some much needed rework of the code that was really holding back further development until it was done. This also gave me an opportunity to do a quick revamp of the Wave structure. It’s still dead simple but now no longer dependent on you killing one wave before the next starts. Depending on how well you are doing you may get ambushed.
The biggest thing to change so far is going to be the way the waves are structured and managed. I have an idea for a system that is semi-scripted so certain things can happen at certain points in gameplay but largely procedural based on how well you are playing. Hopefully this will mean that better players won’t get bored trudging through easier stuff. Unlike most “Dynamic Difficulty” systems though this will mostly worry about making the game harder rather than making it easier. The later tends to rely on things like the player dying over and over and getting frustrated until the game is finally easy enough for them to progress which sucks.
There are also plans for an early alpha release as a kind of demo but I’ll blog about that closer to the time.