Friday, November 7, 2008

Responcibilities (Statement)

Throughout this assessment our group work cooperatively in the completion of this project. The redesigning of the building was a collaborative in the development of the new and improved building which took most of our time as we had to rebuild it in solidworks. This would create a new maze like structure to be in conjunction with snakes and ladders. Throughout the environment I did part of the lighting. The static meshes presented throughout presented throughout the environment (the piping, cityscape elevator shafts) and all the particles. This would create the characteristics and the style of atmosphere in the environment. The decision making process in the development of this game highly involved all the members of the group as there was not one person making all the decisions and there was not one person working alone, we where highly collaborative all the way to the completion of the assessment. Thank you to my team members Nick and Andrew.

Image captures

These images show fire, electrical surges, wind, dust and glowing crystals. It was difficult to portray them as it was hard to image capture a flickering image. SOME of the images appear to be quite low in terms of particle visibility this is due to the type of particles I was creating; it was hard to capture wind and dust. Overall the particles used where design to put give the realism of going up a building quite high on the skys as particles was used for clouds, wind, myst etc. Fire, sparks and electrical surges explain the hostile situation the building was presented in with old rundown pipeslines and old static mesh objects. which gives off a neon/gothic feel about the environment. A problem that I had discovered was that when applying a collider with a particle emitter for allowing a particle material to react with objects; such as sparks bouncing off the walls. This only works when you apply it around geometry as opposed to a static mesh so it was difficult to make my particles react with its surrounding objects because the building is a static mesh. Overall I was pleased with the end result and thus aimed for what I was trying to achieve in the assessment.

Thursday, November 6, 2008

9 image captures











FINAL ut3 map + 2 X DEMO FILES

3256873_3254931_3253099_-s.zip

Reference

p_wp_impact hammer_secondary_hit_impact from UED3 was edited and used guide/base to create the lightening particles used in the experimentation clip. It was NOT used for the lightening texture used in the actual gaming. My own was used. As it is my own edited version of Cord_Sparks.

FILEFRONT TO DRAFT

DM-BENV2423_dugong33_DRAFT.ut3

Experimentation: Particles

Draft 30 second :PARTICLES

The approach

In producing our map for unreal tournament we decided to make a whole new environment. This will consist of new passage ways to coordinate with our elevators and ramps, to convey the concepts and ideas behind snakes and ladders within our map. This was done by going back into sold works with the original cut of 323 George street, we then went through each level planning and deciding which routes are longer and shorter, and how that’s accomplished I.e. elevators, ramps, trapdoors, teleports etc.
After planning 12 levels in total, we then decided to alter the design of the building in an attempt to make it look like a sci-fi industrial building, this was reinforced by the use of particles. This design provided us with many cracks within the building, which was then used as detour/obstacles to convey our ideas. With the use of dim lighting within some corridors this made the cracks harder to see, thus providing an even harder obstacles.
Problems with the building that have occurred is while you export you get randomly get walls which become hollow, this has resulted in us experimenting with the export options which had only displayed minor changes. Ultimately we have had to edit the polygons by flipping the faces. Our new model will work effectively with our game as it is a developed to worth with the players environment.

We have had to apply an addition 3 maze like levels along with the opening of various hallways. We have planned our game level by level as each level is coordinated with elevators, ramps, particles and teleports. With the addition of 3 more levels there will be 5 main levels added to the environment with sublevels which will be used for shortcuts and detours. Problems with the building that have occurred is while you export you get randomly get walls which become hollow, this has resulted in us experimenting with the export options which had only displayed minor changes. Ultimately we have had to edit the polygons by flipping the faces. Our new model will work effectively with our game as it is a developed to worth with the players environment.

ROLES

Matenee - (Andrew) will control all movers within the map, such as elevators, trapdoors etc.

Particles - (Jahan) will be indicators of progression, failure ,success and danger. Fire/sparks/smoke in cracks, falling elevators.

Kismet - (Nick) controls all triggers within the map, such as lights flashing, triggering movers, captions etc.

Group work intensions : AREA 51

AREA 51

Group work intensions

The game module that we will go about is the ideas of snakes and ladders. The reason we chose this theme is because it is diverse in terms of the options that the player is given such as decision on making to progress to a higher level.
The function of the dice in snakes and ladders, is conveyed in our ut3map as the random choices you decide to take, which will ultimately lead you to either a longer or shorter route, in reaching the rooftop.
The elevators and ramps will represent the ladders as they provide a shortcut, as they will lead you to a shorter route. While the function of snakes is conveyed as detour’s or obstacles provided by trapdoors, and teleports, which will ultimately force you to take a longer route.
Overall the players will be challenged in terms of their own decision making. If they make the right or wrong decision they may find themselves taking a route which will force you to take a longer or shorter to reach the rooftop.

Practise Demo 30 seconds

Documentation (LEVEL BY LEVEL), Guide book with HINTS and TIPS for the Game (Area 51)












Custom Texture (decided not to use)

Wednesday, November 5, 2008

SNAKESSSSSSSSSSSS AND LADDERSSSSSSSSSSSSS

3 Images of experimentation


Wind



sparks X two different types (electrical cord sparks)

(flire, smoke, sparks)