Our aim is to create all of the mechanics needed now, so we have a fully working game engine for us to drop our content into at a later date.
I first set up a basic 3rd person camera by modifying the position of the 'behindview' camera and then forcing this view.
This will be revisited later to create a proper custom camera type but for now gives us a better view of the world.
Walk, Run and Sneak
Movement in our game will be split into three states. Sneaking, Walking and Running with walking being the default state.
To achieve this I needed to code a custom command into my Pawn to allow sprinting and then bind it to the keyboard.
We will be using the standard crouching functionality as our sneaking as it already has a separate animation state within the anim tree and offers control over the speed of movement. Why over complicate something that already exists?!
I have been following the Eat3D 'Introduction to Unrealscript' DVD and have learnt quite a bit about adding functionality into custom classes but I didn't know how to create bindable commands such as a change in groundspeed value.
I found a tutorial on the UDK Central wiki that explained how to do exactly what I wanted and also how to bind the commands.
Once this was done, I added a UDKBlendBySpeed node into the anim tree so I could tell it to differentiate between walking and running to call different animations.
I also disabled the ability to double jump and the ability to double tap a direction to dodge as these didn't exist in our game.
So that out of the way I decided to change some of the key bindings to match our control layout.
Shift - Sprint
Left ctrl - Sneak
Space - Jump (no double jump)
F - (No longer calls 'feigndeath' as our gameplay relies on the use of this command for other things)
I will post an update tomorrow about ladder functionality