Sunday, February 26, 2006

DarkJedi Development

I'm using a new method for getting the Dark Jedi AI in the levels, which allows me to use all the existing pathfinding cogs and scripted behaviors. Even the intro cutscenes work now!

The only hitch is, Certain cogs need changes to work properly in multiplayer... That, and the darkjedi ai is so specialized for single player it is useless for these purposes. Luckily I was able to incorporate the movement code from my original darkjedi cog when pathfinding isn't needed.

The conversion Of Jerec's battle is going smoothly!

Wednesday, January 18, 2006

Beta 20 released

Beta 20 is available to download. It has a new scoring system that shows enemy kills, for some co-op competition! Kills are detracted for killing civilians.

Multiplayer difficulty has been scrapped for the moment, as it is buggy.

Monday, January 16, 2006

Beta 19 released

Beta 19 is on the download page. This beta includes some bug fixes, and has the new Friendly Fire level switches, that the Host can operate.

If you find any bugs, be sure to post them on the forum!

Sunday, January 15, 2006

Calling all Coggers

I need help! I really don't have the time to work on this anymore, but I would like to see it finished. The good news is, it's practically done. All thats left?

-Friendly fire toggle

-Multiplayer difficulty spawning

-Ai for the Darkjedi.

I only have two darkjedi left to model, (gork and pic) then JKCoop will be fully compatable with JKR.

There will be a post in the forum with details. Reply if you are interested!

Thursday, April 28, 2005

More Features

I'm working on a friendly fire item, which will allow the host to toggle it on and off. The rising water in level 4 has been fixed to work for all players. The standard elevator cog has been changed to have a longer delay before moving, to let more people to get on.

Working on getting a difficulty system in place. Apparently, five Jedi can just plow through the game without trying. I'm working on getting more enemies to spawn after you've killed the first "wave." Spawning double enemies all at once was too much for JK to handle.

Tuesday, April 26, 2005

Levels and Cogs

All the non-Darkjedi levels have been converted, and the sync cogs have been aplied to every enemy. To do: Fix minor sync issues having to do with force pull, and code the rest of the darkjedi. And I have to figure out how to implement a friendly fire toggle for the host!