Friday, November 7, 2008

group statement

THE AIM OF OUR SNAKES AND LADDERS DRIVEN MAP IS TO REACH THE TOP OF THE BUILDING VIA A SERIES OF ELEVATORS AND TELEPORTERS. SOME OF THESE ELEVATORS GO UP AND SOME OF THEM GO DOWN. THE BUILDING IS CURRENTLY GOING THROUGH A POWER FAILURE, SO A FLICK OF THE SWITCH WILL GIVE THE PLAYER LIGHT FOR ABOUT 5 SECONDS. THE POWER FAILURE ISN'T HELPED BY BURST WATER PIPES RUNNING THROUGH THE BUILDING. SWOOOSH!


RESPONSIBILITIES:
  • TOMMY WONG IS RESPONSIBLE FOR KISMET. HE WILL WRITE A KISMET SEQUENCE WHICH RUNS THE LIGHTING SYSTEM.

  • SAM LI IS RESPONSIBLE FOR PARTICLES. HE WILL CREATE PARTICLE SYSTEMS THAT WILL APPEAR THROUGHOUT THE MAP.

  • ERIC LEE IS RESPONSIBLE FOR MATINEE. HE WILL CREATE A PATH THROUGH THE STATIC MESH WITH PROGRAMMED ELEVATORS.

final files

final map
CTF-BENV2423_FinalV6.ut3

final package
DM_MyPackage.upk

final demo
Concinnity-2008_11_07-16_.demo

final images

one of many lifts within the map

we need to turn on the lights to see where we go =)

a tricky waterfall

Tuesday, November 4, 2008

change of idea

we decided to go with the snake and ladders concept.
the aim of the game is to get to the top through using elevators and teleporters.

however, some of the obstacles are that the elevators may lead to the wrong level and maybe back to the start.

there will be more than one player and if in confrontation, you may eliminate the other player via the use of a selected weapon. the player than goes back to the start.

first player to reach the top of the tower wins.

Sunday, November 2, 2008

expertise draft demo record file

Player-2008_11_07-16_57_4.demo

expertise draft environment with package

environment map
package

expertise draft images



expertise video - matinee draft



the video shows mainly the matinee sequences i will be using in the final submission. it will mainly consist of lifts, tele-porters and doors. the tower in the video is the tower we will be using for our hide and seek game. problems i encountered in this map were the number of lifts being used and how tedious it became when setting each different lift in the environment. however, at least i got use to it and quite confidently understand how to alter lifts.

n.b.
hmm, i couldnt really see the materials that i have used on the package. i tried dragging and copying both the package and map into the ut3 icon. but don't really know how to fix it. on the editor it shows up fine though. will try to get better images showing the texture on the draft building.

the idea

CONCEPT: HIDE AND SEEK
AIM: FIND AND SHOOT THE OTHER PLAYER WHO IS HIDING
OBSTACLES: LIGHT SWITCHES/ LIGHT DIMMING, ELEVATORS, MAZE LIKE MAP WITH DOORS LEADING TO DIFFERENT SPACES
AID: VISUAL CUES OF TRAIL OF HIDERS

HOW TO WIN:
[HIDER] SURVIVING FOR x MINUTES
[SEEKER] KILLING THE HIDER WITHIN X MINUTES

RESPONSIBILITIES
MATINEE: DOORS, ELEVATORS, LIGHT SWITCHES
KISMET: LIGHT SWITCHES
PARTICLES: VISUAL CUES, SPECIAL EFFECTS

the group

Sam Li - Particles
Tommy Wong - Kismet

experiment images




Saturday, October 18, 2008

experimental video matinee



this shows my matinee experiment video, its pretty much what ive learnt from the 3dbuzz tutorials that helped me a lot. in this video it shows lifts, automatic triggered doors, event notifications, changing lights, sound and cinematic sequences within the level.
this allows me to advance my knowledge and experimentation for the final submission.

n.b. the lights somehow dont change =S within the editor level play, it allowed me to, but somehow on the actual game this doesnt show =S

Thursday, October 2, 2008

envelope cuts in ut


71% cut

original envelope

46% cut

Wednesday, October 1, 2008

Monday, September 29, 2008