One of the big problems with the mod version of Prometheus is that if a quantum state ever encountered a paradox, like a door that used to be open but isn’t now, the clone would stop at the door and wouldn’t move until you rewound and started again.  Even if you opened the door a second later, the quantum state would keep standing there.  It was lazy programming on my part, but the precise timing of the quantum state playback made it difficult to get the clone to keep going where it left off.

For the commercial version I’ve programmed a new Paradox system for the quantum states.  While testing the puzzles in the levels I found that there were two types of paradoxes the player would encounter:  Obstacle and Distance.  An Obstacle Paradox would be when a quantum state encountered a door that was previously open.  A Distance Paradox happened with elevators and other vertically moving objects.  Without the Paradox detection code quantum states would seem to teleport through closed doors, and would hover up elevator shafts.  Not acceptable for this type of game!

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For the past few months I’ve been working with Packt Publishing on a beginner’s guide to UnrealScript, and now it’s been announced!

Unreal Development Kit Game Programming with UnrealScript: Beginner’s Guide

The book is written for anyone who is new to UnrealScript, whether you’re just getting into programming or you’re moving to UnrealScript from another language.  Instead of dry text, you’ll build a working game that’s added to with each chapter.

Head over to the website to pre-order your copy!

You have a project started, you have your team assembled, now how do you manage your level files when a designer, programmer and three artists need to work on the same one?  They could each wait their turn, but that would take forever!  In this tutorial I will discuss how to use the level streaming system to let multiple team members work on the same level file.  First, I will discuss a few source control programs you can use to make sure everyone on your team has the same content.

For the first development blog of Stubborn Horse Studio’s upcoming game Prometheus, I’m going to go through the process that we went through for some of the concept art.  Our concept artist Stefan, aka Navetsea, has done an awesome job of defining the look of the game’s characters and has helped set the visual tone for the game.  Currently Stefan is working on concepts for the game’s weapons.

First up, the main character.  Even though the game is in first person, having the quantum state clones running around meant that this would be the character the player saw the most of, so it was important to get a good look down for her.  In the end this is what we came up with:

Following from my previous tutorial, Creating an Orbit Cam for iOS, today we’re going to learn how to drag an actor around a level using touch.  If you haven’t read the previous tutorial, I would recommend doing so before starting this one.

Working off of our basic framework, we’re going to create a camera that orbits around a focal point and is controlled by swiping motions on an iOS game.  We’re going to learn a bit about how Mobile Input Zones are set up, how to deal with player input, and we’ll also be changing how the Tap To Move functionality works to fit into our orbit cam.

If you haven’t already gone through the Basic Framework tutorial, I would recommend reading that before going through this one.  This tutorial assumes that you already have a custom GameInfo and PlayerController class set up.  So with that, let’s begin!

This tutorial will guide you through the creation of a basic framework for an iOS game using the Unreal Development Kit.  I will walk through step by step the creation of your own UnrealScript classes, compiling the code, and setting up the configuration files.  This framework will also be the base for future tutorials, so don’t skip this one!

Welcome to the Stubborn Horse Studios site!  I’ll be posting updates about our first game, Prometheus, which was a winner of Epic Games’ Make Something Unreal Contest.  I’ll also be posting Unreal Editor tutorials and development blogs detailing the process we’re going through with Prometheus.  I hope you find them helpful, and I hope you stick around!