Blog Archive for August, 2009
by gekido on Aug.30, 2009, under Combat Spec Ops, Unofficial GameCore Blog
Ok, so I have the basic restructuring of the weapons content and the first phase completed.
Here’s a shot of the full M4 with all of it’s various components linked in (using the system I described in Part 2):
Next on my list is the FN SCAR, which is the next-simplest on the list as it also uses the same rail system that the M4 does. After that I have to separate the m203 and AR carrying handle so they can be added to the modular attachments system. The SCAR uses a different type of attachable grenade launcher (the FN GL40 or Mk 13 Mod 0) but that’s simple enough as well. Basically each weapon will need a ‘white list’ of attachments, ie attachments that are supported by the weapon, and when adding them from in-game, basically do behind-the-scenes swapping of the different grenade launchers, iron sights and so on that each weapon supports. Luckily there’s not too many combinations so should be fairly straightforward.
Fun stuff ;}
by gekido on Aug.30, 2009, under Combat Spec Ops, Unofficial GameCore Blog
So after a quick analysis of the existing weapons models that I have, here’s a quick breakdown of what I have determined.
The concept of having modular weapons is definitely the way to go — but it’s definitely going to take a bit of content organization. For example, there are excellent components in the SCAR and M4 models that I have currently, but I’ll have to break them apart and seperate them before I can make it truly reusable. This includes both the mesh components themselves as well as the textures.
After determining that I do have some excellent reusable components basically ‘ready to go’, the next step is deciding what / how to organize them into a reusable component system.
by gekido on Aug.30, 2009, under Combat Spec Ops, Unofficial GameCore Blog
So now that I have the basics of the stats system for the Content Browser implemented, I’ve been looking into the best way to manage the 3d ‘preview’ of the various weapons. This in turn has led me to researching / experimenting with the best way to handle such things as weapon attachments, including sights / front grips / stock replacements and so on.
by gekido on Aug.30, 2009, under Combat Spec Ops, Unofficial GameCore Blog
As I flesh out the primary campaign gameplay mode (and the rest of the high-level design) for C:SO, I’ve been throwing around the whole ‘coop’ idea. Adding coop is something that I’m very interested in doing with C:SO, however the challenge is determining the best way to factor this into the overall design.
by gekido on Aug.28, 2009, under Combat Spec Ops, Unofficial GameCore Blog
Spotted a discussion on the GameCore forums regarding a turn-based game, and mentioned that the simple RTS experiment that I’ve been working on would be somewhat of a starting point for developing this.



