-Unreal gameplay combined with the idea of cover. I have no idea what the hell I'm thinking in doing this.
- Story: "We crashed a long time ago. It wasn't necessarily distant, in regards to time, but in history, it was immense. I've lived on this rock for years. I'm still breathing, and I still feel young, but I find myself recounting my first month on this volatile shitter of a planet. A lot happened in that month that I dare not ponder until now, to say the least. But whatever we saw coming, it's happening now, in our lifetimes. Nobody but us saw that and lived through to the end, but we never payed much attention to the disturbing backlogs left behind about the glyphs, just read them in horror and disbelief, and charged our weapons for the firefights at the damned place in a nameless jungle from Hell, putting the rest of it out of our minds as we held off the skaarj. Shit went down, no denying that, but now we're seeing things that don't settle in the pits of our stomachs. And worst of all, everything we've seen since the ignition of the tarydium at the Y'pham caves has been dangerously exact compared the the texts that were recovered on a 'prophecy' which that team had studied and recorded on the logs we found. Most of them contained records with a superstitious undertone; another reason to suspect its logical illegitimacy. But unfortunately for just about everyone here, we've got a full-blown shitstorm brewing, with us at ground zero." -Frances "Franco" Reece, Ex UMS Prisoner 8610
-USM COMMAND LOG: These are a recount of the most notable events of Mister Reece's first month on Na Pali, pieced together from his own testimony and the logs and evidence found from his comrades. Though the location where these events took place is currently unknown, search for said location is still underway. Those logs are, in every way, crucial to the benefit of our control of this sector-
Current plans: Focus on making what cover I can using stock Unreal pawn/trigger/mover/path-system functionality, and what else have you. The location will probably be a temple of some variation, but I'm aiming for multi-dimensional combat of sorts, where the cover that does exist in the map can be dynamic and will change up the gameplay in ways that don't simply make situations easier, but also change up the gameplay in ways that change the situation. So when you engage the cover in your immediate area, the enemy's' advancement will change or you will be attacked by more enemies, etc., as an example. Also, in some cases, you may not need cover at all, but it will help you if you're having trouble with the opposition. In this case, you don't have to make an effort at providing yourself with additional cover before or during a fight, and you'll have the usual pillars and walls to hide behind, but in many cases, you can unlock more areas and vantage/cover points if you look around and dodge to other areas of cover. There will also be moments where you can hinder opponents from reaching your position or positions where your cover becomes useless, but again, it requires some effort. I'll do my best to put together some interesting fights with this. I'm going for layout and then getting this system into the gameplay as best as I can, by adding in enemies and trying them out, then figuring how I can give the player cover from them, and figuring out how much cover they'll have and for how long they'll have it. Misc stuff that I'll have to play around with, definitely, but I'm hoping it will be fun for me and for anyone who plays it.