GreySim/Developer Journal
August 9th, 2003
Decided to start work on bringing some aspects of Perfect Dark to UT2k3, as a way to get familiar with UnrealScript and general content creation. I have no official plans on what (or how much) I'm doing, or if it's even going to be public or just for my personal enjoyment. (I would plan on making it a publicly available "thing" from the start, but I'm worried about Mod Copyright. IF I can secure permission for public distribution though, it'll be available when it's done.)
The first thing I decided to do was go for a new gametype, Pop A Cap. Keep in mind that I have no clue what I'm doing yet when I'm documenting this, by the way. First thing I did, was start a subclass of GameInfo, PDGameInfo. I figure from here I can build the other gametypes, but from a base with all the Perfect Dark info. For now I've just copied the code for UnrealMPGameInfo. Looking at that, I figured I'd want my own version of PlayerReplicationInfo, so I subclassed ReplicationInfo to get PDPlayerReplicationInfo. Again, I just copied the existing subclass of PlayerReplicationInfo. I'll start tweaking it next time I work on things (tomorrow, likely).
Comments?
GreySim: Is this something that might be of use to anyone? I don't want to waste anyone's time or wiki space if I'm just talking to myself here. I plan on getting to "meaty" stuff too, but I spent most of today poring over tutorials and the class tree and looking at the existing classes, trying to get a feel for things.
Foxpaw: I believe the correct "ebonics" grammar would be "bust a cap," rather than "pop a cap," unless that's not what you were thinking.
GreySim: Heh. I meant Pop A Cap. It's a specific gametype from Perfect Dark.