Saturday, November 8, 2008

Game play demo

This footage demonstates the game from start to finish. all the peices are located and the stairwar to the victory platform and winners box are made accessible (with matinee and kismet)

Matinee, particles and Kismet

This video shows the influence of matinee, kismet and particles on gameplay

In this video you can see the particles at work in the fire and the steam. the kismet is seen in the text out put in yellow on the left side of the screen, this appears whenever a piece is found and tells the player how many pieces they have found. the matinee is seen in the interpactor elevators and movers.

Me Using Matinee

This is how i make an elevator

to make an elevator in this video i

1) Sync an object in generic browser
2) Add the object to the enviroment as a mover
3) Set the collision to block all in the object properties
4) program is path
5) Test

9 image captures - Assignment 3

mesh view (red is particles, purple is matinee)
Victory platform

Winners box
Hidden peice with kismet trigger and particles (cued upon discovery)
Particles and porosity
Kismet chaos
Draft area

Looking up at final level's maze like pathways


looking down at final level

first impressions

Thursday, November 6, 2008

Tutorials - Assignment 3

Whilst Learning unreal editor 3 I did the following tutorials

Basic level part 1,2,3
Intro to matinee
Matinee UI overview
Creating a basic door

Cinematic sequences

I found them very simple to follow and very directly related to my own questions.

Group Statement - Assignment 3

Our group, The Digital ninjas, was formed relatively late compared to other groups, and we have tried hard to stay on top of the challenges inherent with; group collaboration, technical malfunctions, and human limitations. Once our group was formed, our first task was to allocate one of the three major building aspects to each member. From this point a lot of the work was done individually, learning the tools and new technologies that unreal 3 offered, as well as refamiliarising ourselves with general unreal modelling protocol and procedure, which is obviously quite different to 3ds max. Once we had the skills we needed a concept so we met up out of class and brainstormed potential applications of our abilities in a way that reflected both an exploration of porosity and a representation of fundamental jenga concepts. After discussion we concluded that due to the third person, removed nature of the game jenga, we would have to contribute new theories to allow the player to engage in the buildings porosity and the resulting environment. This realisation resulted in the fusion of hide and seek and jenga. The basic principle of the game is to put the pieces of the destroyed bridge back together in order to escape the mysterious island. The complication is the pieces were scattered in the explosion and now in an epic hurry must locate the pieces. The "jenganess" is seen in the concepts of construction and destruction of various parts.

Xiao Pan (Particles)
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The main purpose of my particle systems is producing something that distracting the players. I created different kinds of cloud, snow, or fire to hide the pieces that the players are going to find to form the bridge. Besides, I also created an effect of explosion to notice the players when they find out the hidden pieces. After that, I built up some special particle effects for the purpose of decoration of the whole environment.

Jeremy Tagle (Kismet)

I was able to implement kismet as a running tally of pieces, giving the players notification of how close to their goal of locating all bridge pieces they were. I also used kismet to call on the other fields of matinee and particles such as calling on platforms to walk onto and triggering particle actions when certain events or criteria were achieved. Moving the solidworks model through max to UT3 and producing the necessary meshes and materials was part of my job as well.

Tyler Pendlebury
(matinee)

My Job mainly consisted of allowing for smooth movement throughout the level, this required modelling and the creation of elevators, and moving the peices of the bridge once located. I also actively participated in the conceptual development of gameplay and construction strategies. Furthermore i was resposible for setting up movies and raising the water levels.