Dragging my feet

Well right now I'm sorta dragging my feet b/c I know I need to write my own game classes and start really making this game. I got a bot working in my test enemy level, but its AI is Deathmatch so if I want more than one, they will kill each other. Sure I could spend time to get that to work, but the point is I need to do it right away. By right I mean make my own game type, and pawns. Its not hard, I just have to do it, and that means fixing my visual studio, getting back on the horse of Unreal Scripting. I even know what I need to write, and I can see lots of problems I will already have before my game is workable again. However when it is, it will be all but ready to level design it out and play, but more importantly I'll be making a game "right" and be better for it.

TO DO's:
• Get Visual Studio to "see" all the other class files in the src folder.
• Write my own game type.
• Edit PollockPawn to be a working class file.
• Write GuardPawn, SoldierPawn, EenemyPawn classes.
• Make a death/respawn scenario & end game conditions.
• HUD UI, working health and weapon ammo meter.
• Might as well make the controllers in code if I'm going this far.

A.I. Bot Trouble

Well I knew it wouldn't be easy, but it seems that all the tutorials 'n such online say basically the same thing and none of that works anymore in the current UDK. I've tried a bunch of different variations but so far, nothing fully working. I got an invisible guy to die and drop an item but that's not really useful.
Meanwhile I'm getting back into studying architecture and design theory to help in making more interesting levels. Got a few books I've started reading, 1 is the updated version of a great textbook from Architecture School in collage.

All Fixes Check

Fixed and updated my list last night. New Mesh & Texture, fixed collision/blocking models, testest vertex colors, and colored lights both working.

Now enemies/bots/AI.

Big Inspirations

Mini Gore, design, color, tone... so awesome. Really inspires me, and I think it will show in Pollock. I can't help but love it for so many design reasons.
Team Fortress 2, color pallet, game play mechanics, balance, style, top knotch work that holds up years after it's made. Still one of my favorite games, if not the most.
Both have excellent character design, combined with such a wonderful sense of color. Both are things I will continue to work on.

New Monitor on the Way!


Ok lame update. I have a 21" wide-screen Dell UltraSharpe. Picture/quality has been great for years. Still great, so much so that I never felt it was really worth it to upgrade. So I always work on a smallish screen. Welp today's different. UDK is hard to work with only 1 screen. With all the window optimizing, and customizing in Maya I got along pretty well. UDK doesn't have nearly the same, so you're always closing, minimizing and looking for windows.
My second monitor, will be my new first, a 24" Dell UltraSharp U2412M that I got with a techbargins cupon code for $319 ($354 shipped) I'm happy. I dreamt about a 27" or 30" but still way too expensive. 24" is the perfect compromise for me for size/screen quality/price.

Eat3D iOS Mobile Game Production DVD Review

Sjoerd "Hourences" De Jong knocks it out with this one. I'd say Eat3D's iOS Mobile Game Production DVD is the best DVD so far for UDK, altho not for beginners. If you've gotten a good foundation in UDK then this is well worth the money. Every video has something or lots of things to add to or build on your pre-existing knowledge. 
I'm going so far as to give it 5 stars! It was 4-4.5 until the last 2 where he goes over The Ball iOS conversion, such great valuable information I highly recommend this DVD. 
I'd love to see him (or whoever does it for/with him) do Enemy/Bots/AI the only thing "missing" from this series. I say "missing" in quote b/c its not really missing just something else I'd love to see a series on. 

Fixes 'n Tweaks

Fixed the anim tree last night, so the tail now moves with him in a semi-dynamic looking way, or based on direction. Added blocking volumes, and removed the wall paneling that I felt wasn't worth the modeling. I'll do something better but for now I have just flat walls.

Tonight, updating Skeletal Mesh with new model/texture that was the second paint over.