DM-DigitalNinjas2_Final.ut3
(final)
DM-DigitalNinjas_Final.ut3
(draft)
Wednesday, November 12, 2008
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
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.
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)
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.
Xiao Pan (Particles)
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.
Monday, September 22, 2008
concept
Although the idea was supposed to be an extension of the assignment 1, seeing i failed that i thought i would start afresh. recently inspired by an event that took place at central station Sydney i began thinking of innovative ways to bring 363 down. Upon arrival i was offered a free tub of marmalade. considering it was free, i among hundreds of others accepted and departed with a tub of breakfast jam. I considered in my television induced paranoia the hazardous, even explosive potential of this substance and realised the amount of damage and levels of access that could be achieved should this truly be a small bomb. The weapon would find its way into all areas of the city, some close some far away, some in public areas others in secure facilities, at petrol stations, on trains, the collateral would be epic. the damage displayed in the 363 is a mini metaphor for what could happen on a larger scale with this peculiar method of attack
Tuesday, September 9, 2008
Early works
as seen by the product of my first tutorial i struggled adapting to the methodolgy of solid works
Wednesday, September 3, 2008
Wednesday, August 27, 2008
Wednesday, August 13, 2008
Experiment 1 -Introduction-
So a quick introduction to my intentions before we go any farther. In simplest terms, i have set out to demonstrate the influence of explosions on their immediate 3D environment, both living and non living(namely people and physical surroundings). In order to do this i have created environments in which objects of various mass and structure are acted upon by an explosive force (predominantly dynamite and petrol barrels). The result of the explosions are documented and found below in 30 second clips with accompanying tracks. I hope you enjoy.
Custom machinima 2 - Drowning in my sleep
This video is founded on ideas based in the juxtoposition of concepts seen in my "found machinima". Basically the video is a metphor of life from an existentialist perspective, portraying how we (the scientists)seek answers through investgation but are constantly overcome and defeated in the fall from cradle to the crave. the clip concludes with a reflection on the abruptness of death and its inevitable resolution in failure to understand. The song is "Its a dangerous business walking out your front door" by "Underoath" from "They're only chasing safetly" released 2005 The Program used is "Garry's mod" made by "team Garry" The footage was captured with the assistance of fraps downloaded legally from www.fraps.com and modified with Vegas free 30 day trial from www.sonycreativesoftware.com/download
Custom machinima 1 - I think that we might have been friends
haha, well, this peice was one made with limited resources and skills. but i still think it turns out relitivly sort of ok. but not really. basically the intent behind this machinima was to show the resistance to the assualt. similar to that in the found machinima. unfortunatly you dont really get to see the explosion as i am hiding behind a wall (so i dont die). i learnt a lot making this and hopefully that is reflected in "custom machinima 2"
The song is "might have been friends" by "Relient K" from "The birds and the Bee sides album" released 2008
The Program used is "Garry's mod" made by "team Garry"
The footage was captured with the assistance of fraps downloaded legally from www.fraps.com
and modified with Vegas free 30 day trial from www.sonycreativesoftware.com/download
Wednesday, July 30, 2008
Explosion
http://www.youtube.com/watch?v=3cWU-M9EpEg
this is a scene from within final fantasy 13
here the explosions are significant and powerful but the true sense of dominating force is seen by the protagonists resistance to such power. In Dealing with concepts of porosity the major issue is the utilization of resistance and structural integrity in the presence of calamity.
this is a scene from within final fantasy 13
here the explosions are significant and powerful but the true sense of dominating force is seen by the protagonists resistance to such power. In Dealing with concepts of porosity the major issue is the utilization of resistance and structural integrity in the presence of calamity.
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