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 3
ds 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.
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