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Thursday, 15 December 2011

The Footage, as promised! Updated (16-12-2011)

IN-GAME FOOTAGE!




UPDATE (2011-12-16, 14:14)

and in a MAJOR update, i was able to get the game working on the ipod touch, meaning i succesfully followed my criteria to get the game running on ipod/ipad! :) I'm particularly happy about this part.

UPDATE (2011-12-16, 15:06)


Here is the video!



ALSO, here is the Game Design Document for this project.
http://www.megaupload.com/?d=1GWJRY1J

Closing in on the final miles

The semester, and my project bother are coming to an end, and I'm going to be presenting my project in class tomorrow.

Here's the fun part!

What I was able to do successfully, was to manage to get an actual playable version of an example of what my game would be like in the production stages! I also included a Fake Game Footage INSIDE the game to show a little bit of what to expect from the mini game i made.

I'll also be posting the final copy of my Game Design Document, and a video of the game footage, being played directly inside UDK.

I decided that for this project i wouldn't touch the programming,and that's just what i was able to do! I was able to recreate all of the Inputs, the controls, the graphics and the events using purely kismet, and i used the SimpleGame gametype which came with UDK :)

Noteable differences between the present playable, and the final idea i'm going for are as follows:


The playable:

  1. Player Shoots using a gun
  2. Enemies in the store are our kamikaze chickens from Contrainte 3, and explode if the player touches them.
  3. The graphics are very dull and many objects have placeholders in their place.
The Final Result:
  1. The Player will be using a purse to attack mobs of enemies in close-quarters combat without too much resistance back, much like the chickens in this game.
  2. Enemies would be actual people, who would ragdoll after being hit by the player's purse. Essentially the player's goal is to try to find and destroy all of the enemies as quickly as possible to get a better score!
  3. The graphics would be very cartoony, but wouldn't be disproportionate.

Tuesday, 6 December 2011

MASSIVE Update!

December 6th
-----------------
After speaking with Pierre today, we looked over the idea of the `dual Guitar Hero' thing, and we looked several other possibilities. Those being the following:


  • Swiping piles of money upwards (at the cashier) to get to the correct amount, depending on the article purchased.
  • doing the double tapping game, half money, and half phone convo which i previously referred to as "double guitar hero".
  • The idea Pierre came up with as a possible alternate solution was to answer the cashier's questions, and answer the person over the phone at the same time, and depending on what you answer, you could get discounts or lose some more.
December 8th
----------------
I've checked with not only my sister and a handful of her friends to see which of the options would give a better result, but while I did so, I did a little bit of research, and found out that women, inherently have much better multitasking skills than men do. In general, a woman can concentrate almost fully on two tasks simultaneously with MUCH less difficulty than a majority of men. Since my game is aimed at 13-18 year old girls, i looked at my options and figured that dealing with the double-guitar-hero minigame would be the best of the three options, which was confirmed for me later on by a majority of her friends (4/5 of them + my sister). They ALSO confirmed that the idea of my game was cool, but they didn't get why i was putting Zombies into the game, and i made the decision (with their advice) to just make the enemies Crazy Deal-Hunting Shoppers.

Links supporting my research:

December 9th
---------------
With the end of the project nearing, i've decided to post a couple of screenshots of my progress to date:

UPDATE 12/9/2011

After speaking to Pierre, i decided to close off the mall and try to  limit where the player can go, because it was too open ended.

This is the present top-view of the map and what's  been done to limit the  access.

Here is the layout of the beginning of the minigame i'll be showing.

Monday, 5 December 2011

Direction Artistique!

As we well know, I'm no incredible artist, but I figured that i should still kind of have an artistic direction to go with. So, here it is.

hoping that sort of begins to put things where they should be artistically, and now it's time to work on the Kismet.

Wednesday, 30 November 2011

Contrainte 4 Update. Some images. etc.

Post meeting with Pierre and Dave, These are some ideas that are floating around in my head


  • Manage your money and your conversation with nagging mom!(minigame)
  • Have a wallet with Money in it (at the beginning of the game), and spend money on certain articles of clothing. Try to make the character the nicest possible while fitting in the budget!
  • screenshots of characters and share them online/on FB/on Twitter!


I was able to turn these floating ideas into a concrete idea, and now i'm working on putting the following things into my game design document.

to address the dual guitar hero thing, i'm going to design a kind of split screen mini game, where one half of the screen will have tappable fields for each kind of Currency, as well as the total of the object underneath, and the amount of money remaining. (view photo below for more detail). On the other half will be the Telephone conversation, in which the player will be required to answer "yes", "no", or "lol" in order to multi-task the entire situation.

Here's an idea of what the minigame could look like:
Find the exact change in your wallet, and Answer your nagging mom, simultaneously, to get bonus money to shop some more!

Obviously, this is going to be the minigame which a user will be able to play at the end of every level, after having chosen an article of clothing out of three possible choices. Here is an example of what the End of level sequence could look like, with three examples of shirts.

Examples of three designer/Brand name shirts that players could buy. 

Tuesday, 29 November 2011

Profession Unknown! (UPDATED 11/30/2011)

In order to set somewhat of a mood in the game, and to show that it is at least a Shopping mall, I'll need to make some props, in addition to fixing up unreal scripts, and doing my Custom Kismet for the Level Design.

This means i'll be pushing myself to try and be an entire production team for this project!!

Here's the list of props i'll be making (so far) for the basic DA which i'll be making by the end of the week!

  • Bench

  • Garbage Can

  • Railings

  • Doors to enter the stores

  • Storefront Signs (Floor poster panels)

  • Store Signs
  • Flower Pots
  • Trees
  • Sofas
  • Info Booth
  • Escalator
  • Locker
  • Little "Ride" games for kids
  • Shoe Racks
  • Clothing Racks
  • Changing Rooms
  • Cash Counter
I'll be updating this page with the photos of the props as i finish them, so Edits to come.

With Everything made so far, this is the beginning of my level dressing.
(This will also be updated as I make more props to fill in the levels)

The Nexus of the Map

My game will be set up as follows

  • Player is in a Nexus (2nd floor of the mall), which contains the entrances to 8 different stores!
  • Each Store is a Level containing a certain amount of waves of enemies which the player must destroy in order to get the shopping item and check it off their list.
  • Once the Item is aqcuired, the player is sent back to the Nexus, and can continue getting the other items.
  • The Nexus Map is as follows.

Very Simply said, The player starts at the "You Are Here" dot, and it required to enter any of the stores to get the first hot Black Friday Sale item.

From there, she is thrown into the actual level. (not shown here)

CONTRAINTE 4

Captain's Log: Stardate 65376.6

/****************
BRAINSTORMING
****************/
So after MUCH brainstorming, i decided i want to make my target market for my final project 13-18 yr old Adolescents and my original ideas were the following:

  • Flowar (Go Flower Picking and shoot a flower gun to make dark things pretty again.)
  • Zombies in Space (Zombies are on the moon, and are trying to eat the brains of the poor spaceman who landed to do research)
  • Angry Girls (flinging pies and barbie dolls at boys forts/treehouses/etc etc) (not like angry birds, from a first person view, by swiping up in the direction of your choice.
My sister, being an 18 year old girl, fits in the target audience. I asked her what she thought of the ideas i presented to her, and in the same order as the listed above, i got:

  • "Isn't that for like... little kids?"
  • "Haha that would be fun to play"
  • "That's just sort of copying Angry Birds..."
In hindsight, I think all of the ideas are good, but they may not all necessarily apply to the target audience. I developed a quick title page for the game, to give an idea of what i wanted to gear myself towards! 

Original Idea
Going with this idea, i presented it to Pierre. He opened the idea to me that this might be a bit boyish for a game idea which is supposed to interest 13-18 year old girls. He proposed i somehow connect this to a favorite passtime of all girls of any age. Shopping.

I therefore came up with the idea of "Fashionista Zombies at the Mall" and after i figured the name was getting long and was starting to resemble "Supersonic Acrobatic Rocket-Powered Battle-Cars" (a game on the PSN) and therefore shortened it to the very simple:

ignore the moon in the background...

The general idea i want to run with for this project are the following.
  • Zombies will be wearing or using current Popular women's Fashion, and will try and chase down the player and kill the character.
    • Canada Goose Jackets
    • Louis Vuitton anything
    • Longchamps Bags
    • and the list goes on.
Then i caught a stroke of genius! Why make the game's sole purpose to be a shooter!? Maybe I could make it into a "don't get killed" kind of thing, where the player has to avoid the monsters and find Variable XYZ in order to leave the mall and finish the game.
    • Game Name: Black Friday
    • Goal: Enter all of the stores in the shopping mall, and find the articles you need to go home
    • Zombies are all over the shopping mall, eating all of the Black Friday Shoppers
    • Player will use a purse as a weapon to fend off the enemies.
    • Player could alternately use an ice cube launcher or a similar projectile shooter. (mall themed of course)
    • Once the player has collected an object from each store, she would then be able to exit the shopping mall and finish the game.
Hopefully, there's something here that i'll be able to tap into and make something solid and playable out of!





Wednesday, 23 November 2011

Constrainte 3 post


So i'm going to start this blog update with a quick example of what the level has become in the most recent version of the game, through our DA.

Here are photos of the level split into three photos in order to better see everything in the level.


Here are representations of the critical paths/platforming/enemies on the very same screenshots.




In order to have a functioning game, we needed for there to be working rigs/skins and animations for the characters. Using preliminary versions of Clara and the Kamikaze chicken, I was able to get everything working properly in the game.

Here are the videos of the animations I became responsible for making. followed by a quick video of what they all look like in the game engine (in engine video coming soon)!

Here is the level design document I made explaining the level in more detail.

Sunday, 20 November 2011

What I've Done for Contrainte 3

So our team for this Constraint project consisted of
1 Character Modeler
1 Level Artist
and
2 Game/Level Designers

Meaning we had no animator, and as usual, no programmers.

People's Main Reponsabilities:

Jeff - Design a Game Design Document.
Taciana - Make the props and modular pieces. Also to develop a AD with Dang
Dang - Make our hero (Clara), and our boss (King Cow). Also to develop a AD with Taciana.
Me - Make a level design (w/ document) and write the scripts to replicate JF's Game Design in the UDK Engine as well as possible.

A recap of that what I have worked on in the last week since our last meeting with Pierre and Dave.


  • Redesigned the level layout to include enemies and pickups
  • Getting a functioning weapon.
  • Getting a functioning Character.
  • Figuring out how to get the player to play an attacking animation.
  • Setting up the lighting in the level for the AD
  • Making the Kamikaze Chickens blow up when they hit the player
  • Working on a Level Design Document, describing all the aspects of my level design.


I absolutely wanted for this project to be in the UDK Game Engine, and therefore needed a minimum of things to be completed in order for everything to be in perfect working order in the engine (or damn near 100% anyways!)

Therefore, in addition to my normal responsibilities, i also had to take care of the following aspects of the project:
  • Rigging and Skinning of the main character/Kamikaze chicken.
  • Animation of the same 2 characters.
  • Programming, for the mechanics sake.
Visual updates will be coming along tomorrow, as well as a listing of the completed mechanics/jobs for this project!

Wednesday, 16 November 2011

update from last week

update of the layers of the level layout for the first part of the level.


everything together

Level Only with crit path

Enemies and patrols

scripted events. Edited
WIP of the level layout in UDK with Taciana's props

Friday, 11 November 2011

Level Design, Oh Where Art Thou Level Design

So post-meeting with Pierre yesterday, we made some changes in the level and and the Game Design, and we looked at interesting ways to get the level working with the new mechanics.

For my part i've integrated the New mechanics, being the following:

  • Pulley System
  • Breakable items
This is the result of an INITIAL layout, using the new mechanics.

Layout of the first part of the Level, including the Scripted Events.
Furthur Details and a second part will come up shortly!!
This is a version of the Map WITHOUT the Scripted events, to show how the level will actually look physically (again, for the most part).

Without the Scripted Events.

Wednesday, 9 November 2011

Update for Contraint 3 Project

It's about that time, where i write an update, explaining where i am so far with all of my work!

For this project, i decided to volunteer myself for a huge pile of work, consisting of the brunt of the game mechanics and such. SO, i'm responsible for the following things:
  • Greyboxing of the main level
  • Gameplay Scripting
    • Make the game a sidescroller
    • Make the character jump a reasonable/balanced height
    • Make the character hold a custom weapon
    • Make this Weapon a MELEE weapon
    • Make the mesh easily replacable.
  • Make a Throwables/collectables system with Kismet!
  • Make the HUD/Visual Interface.

As for all of this, here's my Status Update, as it would be:

  • Greyboxing 
    • Due Date: 15/11/2011
    • Progess: I haven't done very much yet, due to the fact that i'm polishing the mechanics currently to get everything working correctly. I'll be working on this friday mostly.

  • GamePlay Scripting
    • making the game a sidescroller DONE!
      • Due Date: 11/11/2011
      • Progress: This is finished. The game is now a working sidescroller, with a working camera, and locked movements (left and right exclusively, as a sidescroller should be)
    • make the char. jump a balances height DONE!
      • Due Date: 11/11/2011
      • Progress: This is also complete for the moment, and i seem to have made a very nice, balanced jump height, but depending on how the greyboxing/Level Design will go, i may need to tweak it furthur, later on.
    • make the char. hold a custom weapon
      • Due Date: 11/11/2011
      • Progress: This is currently the thing i'm having the most trouble with, because the scripts are being strange as far as socket management goes in UDK, and this is currently my #1 Priority as far as scripting goes. As far as things go now, once this is done, i'll be able to peacefully do my Level Designing and Greyboxing :)
    • make a MELEE weapon DONE!
      • Due Date: 11/11/2011
      • Progress: As a side note... i'd really like to point out that i have to do a lot for 11/11/11. How symbolic lol... ANYWAYS... This is actually finished, so far, and to be honest it works very well! I had to program this one myself, and took little pieces of other scripts and integrated them together so that they work well. The result ACTUALLY worked. and i have made "Designer Variables" for the range of the swipe, the damage dealt, and the frequency at which the swipe can be used (more commonly referred to as "Rate Of Fire") Though you cannot physically see the weapon (which i mentioned i'm working on, above) or the swipe (that will come later, once JF does the animations) the damage is there, and the test AI that i've set up dies the moment they're within range and the weapon is "fired". Can't wait to get the anims working to get a NICE visual feedback, as opposed to a purely functional one.
    • make the character's skeletal mesh replaceable. DONE!
      • Due Date: 11/11/2011
      • Progress: Thanks to my experience with Aliss and the How-To Tiago gave me last semester on the subject of making Custom Skeletal Meshes in UDK Scripts, this was actually the first thing i got done, and was, to be honest, quite a nice big piece of cake :D Thank the lord for that!

  • Making a Throwables/Collectables system in Kismet
    • Due Date: 21/11/2011
    • Progress: I haven't started this yet, but I have a VERY good image in my head of what the Kismet will look like for it. I'll be using an Integer to calculate how many throwables i have in my "Inventory". Whenever i'll pick up a projectile in the level (just a mesh with a trigger on it) My system will add one to the integer's total, thus increasing the amount of objects in my inventory. Then, i'll be making an emitter, which will show a throwing animation of the object. Everytime the emitter is triggered, a projectile will be launched, and the integer will get a -1 showing.

  • Making the HUD/Visual Interface
    • Due Date: 22/11/2011
    • Progress: Scaleform. Nuff' Said.
Ammendum to come with photos and visual representations of everything to be done for constraint 3 :D

Hope you didn't tl;dr at this epicly long post.

Saturday, 29 October 2011

CONTRAINTE 3 TIME!!

My team is officially:
- Me (obviously)
- Taciana V.
- Jeff Desmarais
- Dang Nguyen

Alright so i started researching Sidescrollers for iPad and Android Tablets, and they more or less ALL have the same layout. Two directional controls, and an alternate button. Since in our game, we'll be jumping and shooting projectiles, il would seem logical to me to make two buttons; one for each.

i was also thinking of a way to make the game more interesting. Since our game (so far) is about a kid using his imagination to get through levels, i thought it might be fun to be able to either switch from Imagination mode to Real-Life mode, OR have parts of the levels where imagination mode would kick in, and the stuff would switch up. OR We could make it an on-the-fly switch, and have the player only be able to pass certain parts using one or the other. That way, instead of making 2 incredibly complicated levels (which would be longer and harder to do) we could make one really kick ass level and have the 2 LDs (JF and myself) design the Real-Life/Imagination worlds parallel to each other!!

To be honest, i'm really excited about doing tests for this XD!!

Wednesday, 26 October 2011

One moooore thing!

I'm thinking of giving back to the Kismet/unreal community and i might be making a series of tutorials on how to do the things I've figured out this semester! There are Zero videos on any of it online, and hopefully, I'll be able to help out the aspiring LD :)

Shpank yah later!

A lack of time

Due to a lack of time, I will be unable to update my blog appropriately for the time being, but I've had GIANT developments in my second project, and I was able to finish ahead of time of the extention deadline, so I maximized my productivity!

Instead of doing nothing for the last three days after I'd finished polishing up my map, i started looking into scaleform in a DEEP way. I've essentially made myself a template which I'll be perfecting to fit my level design portfolio at the end of the year! Basically, I can't wait!

I even included this in the project which I will be presenting in class today.

My goal this semester is to learn how to do right, everything we did wrong LAST semester during the abysmal organization/results of the Aliss project. To be honest, the more I learn, the more I realize that Aliss was the "learn what not to do" project on about every level, and I find myself realizing very quickly how the way things were being done were just NOT right. All I can say about big projects is that Source Control is a magical thing (love you, perforce!)

So I modified my level based on the comments I received in class (though ill be honest, there weren't many, and that didn't make it easy for me to detach myself from my project to get an outsider view of it.)  hopefully, i got a great result out of it, and it will play flawlessly!
Next time, we eat my Kismet!

Oh, and photos and maybe a video coming your way! ;)

EDIT: Here are those photos i promised!! Just did a quick play through so i got main spots the player will be in.
The Main Menu I worked on. Serves a BASIC purpose of launching my map, fullscreening to 1080p, and exiting. Simple.

This is the camera's main view. I was able to work out the auto switching with a bool toggle and trigger volumes.

This is the Top view, which would come on when the player needs to examine his surroundings/navigate a puzzle.

going upstairs, it flips back, so the player can easily navigate the stairs. 

After seeing Jean-Francois's climbing system, i decided it may be a good idea to have to climb something so it wouldn't feel too much like a 3d platformer.

Saturday, 8 October 2011

A BREAKTHROUGH!!

Captain's log; Stardate 65234.1

Alright, so i've had a mighty break through with my next level design project, and developed a really cool customizable cam system that could be used for any game!

I was thinking about how i could get this system made, and I ran some tests.

At first, I figured that if i could make two cameras and have them switch back and forth at the click of a button, that i'd be able to get my system working.

My problematic was that i didn't actually have a way to make a "button click event" strictly with Kismet (ahh gotta love limitations!), BUT i did a little bit of digging, and all it took was a slight tweak in ONE setting in the DefaultInput.ini Script, and i was ready to go!! :D

Once i chose my button binding (in this case rightclick) i was able to make it cause an event which i then named. I also realize now that the simple command "causeevent" in combination with the Kismet command "Console Event" will allow me to be able to simulate ANY future mechanics i need to make, and assign them to a buttonpress!! 

My formula was simple enough. I needed for my camera to switch every time i rightclick on my mouse. I figured the easiest way to have that happen was to Toggle a Bool. When true, one camera would be the one targeting the player. When false, the other one would be it. This worked out perfectly! The only  problem with this system is that the cam was twitchy, and sudden. Quite annoying to any player, to be honest. So i thought about it and took my initial cam, made a Matinee group, and set up the bool to play the animation on True, and to Reverse the Animation on false. All i did is make the first camera's end position be exactly where i had placed my second cam. The GREAT part of this is that I can use this system for any game i want, make the button be anything i want, and have the cameras be at any angle i want! 3-in-1 design WIN!! :)

The final Camera Movement system!

This was my final result!! As for the attaching of the initial camera, it needed to be pre-attached to the player in order for the whole system to work, and i just did a simple Attach to Actor, and i Camera Target, both using the cam as a shadow, and Player 0 as the target! Simple as pie! :)

GREAT VICTORY! HERE'S THE VIDEO OF THIS WORKING!! :)


Tuesday, 4 October 2011

Level Designing for a horrible Game Design

Captain's log; stardate 65223.5

Biggest challenge so far this semester, by far!

Instead of trying to tweak all kinds of nonsense in the game design doc, I'm going to try and stick to it as best as i can, to try and give them a result that would be interesting to have.

Obviously the map that was provided to us made no logical sense, so that aspect, i'll be changing. Other than that though, i'm going to run tests with the desired camera angle and all that jazz, and see is it makes anything worthy of my portfolio. If i don't think so, I'll most likely end up making something "a ma facon" as they say. This is a screenshot of the whole "isometric" cam they wanted. I might be able to muster something interesting with this if i can change the FOV of the Camera.




Before i get around to tweaking that though, i'll do the level design to tighten the whole thing! i'll start by making sure it's pretty in first person. THEN i'll worry about 3rd.

here's hoping this works out as i'd like it to! :D

Wednesday, 21 September 2011

THE FINALLLL COUNTDOWN!!!

So after a bunch of working on my work, I've found solutions to issues i didn't think i'd have, and was able to achieve what i mainly wanted to do.

KISMET:

My Kismet bring all the boys to the yard, and they're like "hey you can simulate AI!"

In all seriousness though, I was able to take my original problematic and develop an easy to replicate "Hide in Shadows/Cover" system, which WOULD have solved a ton of issues in Aliss, and could possibly make things easier for students doing that project in the future!!

Here it is, i'll explain is step by step!

To Each enemy, i attached a DynamicTriggerVolume to simulate its Field of View, like so:












After that, i made a simple TriggerVolume to represent was was a "safe spot", like so:











 Then i made the Kismet!! No need to try and understand, i'll explain in detail!









Step 1!! Attach the Field of View and the flashlights to each enemy!!






 Then i encountered my big problem, right where i thought i would encounter it. Trying to figure out how to tell the engine to ONLY teleport the player back to the spawn point if he WASN'T in cover. I needed to make it easy though, so it wouldn't look like ... well a Huge disgusting impossible to manage Spiderweb, which Kismet can have quite a tendency to become, if not watched carefully!! I came up with this! (don't worry, i put little explanations of what is what in the images!)
















Once i set up seperate branches to manage each of the conditions, i took care of the flashlight part of the kismet, and set it up quite simply like this!
































And now for the final product!!

Thursday, 15 September 2011

IT'S TEASERRRRR TIIIIIIMEEEE!!!!

Time for a little bit of teaser!!

This is the stuff I've gotten done so far!

  • Guards are animated
  • Guards have Flashlights
  • Guards have easily adjustable patrol speed, and have been set up to automatically reverse and restart.
  • If the Player touches the Trigger volumes (teal lines in the photos) he gets teleported back to the beginning. (Be careful now!!)
  • There are obstacles set up at strategic positions throughout the map, and i tweaked the locations to give the player a more streamlined path, without it being obvious.

TEASERRRR TIIIIIMEEEE!!! :D Photos for you!!

top view of the facility

view from the player start position

the air filtration system that i wanted to make in the firstplace

good ol' top view!! :D





































Sooooo, what i have left to do.

  • Fix up the bomb sequence, and make it go BOOOOOM when the player places the bomb
  • Make a second trigger volume and make the player have to be in contact with both triggers to get teleport, so that it simulates the AI!! Let's hope this works :D
A la Prochaine, les amis!! :D

Wednesday, 14 September 2011

New Problematic

I actually find myself with more than one problematic.

The first (main) one is my Designer Problem that i have to find a way to simulate a smart AI without having any programming knowledge whatsoever, so that upon being spotted, one of the two options mentioned in my last post will happen to the player.

If i can keep a clean kismet, i can make a tutorial on how to do it easily, so that future students can use the ideas and the procedures and tweak them to their needs.

The Second problematic is my Player Problem, and one that we encountered in a BIG way last semester making Aliss. It's the one where i need to make it clear to the player where he's got to go, and what he's got to do.

I may resort to more obvious solutions, such as "MOVE HERE" or *RED POINTING ARROW* lol... we shall see... Maybe a simple camera pan of the area will suffice. Here's hoping!

Remue-Meninges and many changes

So after my meeting with Pierre last week, i've come to the necessary conclusion that i'd need to sincerely expand my idea past the idea of a simple greyboxing.

Originally, i was going to be making a greyboxing of a city, based on the history given in my last post. it was to be a lot bigger than i had previously hoped for, and i knew for a fact that i'd not be able to get it done in a 3 week period.

A whole lot of changes have been brought on, and i will now be doing a lot of things a little differently.

My new Goal, by the end of the 3 weeks:

The player will start by playing 3rd person, with no weapons.
The player will be required to place a bomb at a location which will be indicated by an arrow.
In order to arrive at the required location, the player will be required to avoid patrols and the sight of guards.

Now this is where things get interesting.

If the player gets seen, normally, in-game, he would begin being shot at, and an alarm would go off. To simulate that though, i'll do the following.

If the player is caught in the line of sight of the guards, to simulate the above scenario, the screen will become red for 2 seconds. This would essentially indicate the player has lost. (optionally, i could have the player respawn at the spawn point every time if he is spotted. This would cause the player to want to be more careful where he/she walks.

Once the player has arrived at the location, he/she would automatically place a "bomb", and i haven't chosen between these two options, yet.

1st option: - A cinematic plays of the player running away, and the complex exploding, from a really cool vantage point.

2nd option: - The Player has to make his/her way to the "escape area" which could be the Docking Bay that Taciana is working on, to "escape" the complex before the bomb explodes, at which point, the player would be seen escaping on a helicopter and the complex would explode. (given the time constraints, i would LIKE to do this, but it may not be a possibility. We'll see.)

Wednesday, 7 September 2011

Teamwork! AW YEAH!

So today, I was discussing my ideas with Taciana and J-F, and we've figured out a way to have my "Drill City" Integrate itself into the Idea for the world that J-F thought up. Since the original idea of my drill colony was that it was a Harvesting colony/town, that built itself around a previously broken piece of equipment, we expanded on not only the idea, but the perimeter of my town/city and the history that comes along it. 

History:
----------------------
At it's origin upon being deposited on Gliese 581, this drill colony was just that. A small colony alongside a Large Industrial Drill held by the company DP Industries. Due to a lack of previous research into the planet's mineral composition, industrial drills such as this one were sent in to "harvest" what they could, but met a quick timely demise upon reaching a sheet of minerals much stronger than the diamond tipped drill bits used by DP at the time.

DP Industries Logo
Luckily for DP, further analysis of the environment revealed a mineral composition in the atmosphere at lower altitudes, which seemed to have an even stronger energy output than Solar energy, which at the time was still the strongest and easiest energy source to harness.

A handful of years later from the initial insertion of the drilling colony, DP sent an air refining colony to the location of the previous drill colony, and built around the drill, in order to prevent any further possible damage to the ground around the drill. Thus was born the Fractus-Alpha Drilling Site. Refineries were set up and the harvesting site itself was walled and gated off from the previous inhabitants, who were then given Food and drink to survive, if they stayed to work at the refineries.

Work:
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I will be doing the Greyboxing for the colony, and will be provided with the silos and facilities for the refinery by Taciana.

Jean-Francois will be making a couple of 1-page designs and a Game Design Doc, if i understood correctly.

Monday, 5 September 2011

Greyboxing Step 1!!!

SOOOOOO, i got the greyboxing started in 3DS MAX. Decided to run some tests in UDK to see if the 96 uu rule still works, so i made a 96uu tall box, and modelled everything to scale, in order to NOT repeat the various issues we got last semester when trying to use Inches and Feet instead... which wasn`t that wise of us...

After a couple of imports and stuff, it works perfectly!!! SOOOOO Modelling time for moi! Going to see what the easiest way of getting the Collisions in UDK will be so that i can import and 1, 2, 3, VOILA without too much trouble.

What would be pretty awesome would be if i can find a way to streamline the process to make my life much less complicated so i dont end up having to change the collision maps on every single object.

*think think think*

Time to get my brain gears in motion!!

Here`s some photos of what i`ve been up to so far.

beginning of the drill layout

Third World Style Marchent booths up top the drill