Friday, November 7, 2008

Caption and Individual Statement

As we know snakes and ladders is a game of obstacles and shortcuts. The aim of our game is to reach to the top first. Thanks to Jeffrey's suggestion we have divided the building into four themes, which mean four paths red for fire, blue for water and ice, green for foliage and yellow for electricity.

The paths are design according to these themes. Along these paths, there are obstacles such as flipping floors, falling ladders, spikes, hidden floors, etc and there are shortcuts such as moving floors, moving stairs that will take the player up to the top faster.

Due to time constraints some of our ideas were not implemented such as placing the bottom half of the building under sea level so that the game starts in the water, where the player will have to swim to find the way up.


Individual Statement

My responsibilities are adding movers and interpactors which include moving platforms, trap/falling platforms, moving in/out traps, opening of railings, falling ladders, spikes and moving statues. The interpactor is slightly different from the mover, the script in Kismet and Matinee animation has not been made. I simply selected the interpactor (platform or ladder), and added it as a new group in Matinee. I added and edited keyframes to create movement track for the animation. We added invisible trigger volumes onto the interpactors, as the player touches it; the object (door, railing, etc) opened and moved.

I have added cinematic sequences to the introduction of the game and the ending game. The introduction video introduces our four play starts (red, yellow, blue and green). The ending video celebrates the victory of the winner who reaches the top first.

Final UT3 Files and Final Demo

Demo File

ON3_Experiment03_Files.zip

Final UT3 File (Map and Packages)

UT3_EditorFiles.zip

Thursday, November 6, 2008

Draft Map and Packages from UT3 for the Draft Demos

DraftDemoUT3Files.zip

The map and packages used to create the draft demo can be found at the above URL.

Draft Demo

To find the folder with the demo files go to URL: UTGame.zip

The URL above on file front contains all the 'cooked' files (found in the UTGame folder) for the Draft Demo showing particles, kismet and Matinee.

The demos are obviously found in the demo folder.

Jeff Aguas Particle Demo is called : Player-2008_11_07-11_39_54.demo

Rachel Mackenzie Kismet Demo is called: Player-2008_11_07-11_51_53.demo

Chivonda Lam Matinee Demo is called: Player-2008_11_07-11_57_50.demo

9 x Screenshots

9 Screenshots of game environment. And 3 screenshots of game construction.
The goal to reach the top.

Moving lifts, as indicated in the draft 30s video.
Players start from the bottom. Picking the lift to go onto.

Flipping of floor piece.

Floor piece moving.
Moving stairs.


Spinning floors.

Animating door.


Cinematic Sequences


Organise Kismet window.


Creating lift's track.

Saturday, November 1, 2008

Tuesday, October 21, 2008

Draft - 30 second video clip

Our “ON3” team will base our game on Snakes and Ladders. The above video contain ideas that can be use in our game: the player moves up using the lifts and drops down if they are not careful. I’ll propose this to my team mates.

Monday, October 13, 2008

Wednesday, September 24, 2008

Game - Definition

Game is what entertain, possibly inform and educate the player and the viewer. Game require goal or target. The goal should be hard to achieve but not impossible.

Monday, September 22, 2008

Assignment 2 - Videos

Pan: Original Cactus Model

The plain simplicity of the model was perfect when captured using camera panning. The video acts as a subtle introduction to the bottom two videos.

Zoom: 43% Cut

Structure such as the lift shafts and floors are exposed and left behind (after the explosions) as it is the stronger part of the building. The exterior forces created shearing results. In this case there are 3 forces the two larger ones are the one on the top and the bottom of the building and a smaller one in the middle. Architecturally the structure is aesthetic as it responses to its environment, in this case external force. A similar example of this is the Rokko houses.

Rotate: 68% Cut

The structure represent internal and external explosions through its bulging and compacting at various places, the combine of these opposites form a beauty. Notice the three external explosions (the compacted part) are surrounded by the left over skin of the model; this represent surrounding impacts or in other word explosions. If we look closely at the two internal explosions parts of the core of the building such as the lift shafts still remain. Again the model is not literal representation of the explosions but simply a personal interpretation from EXP1 of the radial impact of internal and external explosions. When looking at the structure of this building it might have reminded us of Frank Gehry Guggenheim Museum in Bilbao, and his idea of crushing a piece of paper to create a memorable symbolic form.
_________________________________
References
[Pan_sound track] Karsh Kale, 2001, "Distance", Album:Realize.
[Zoom_sound track] Ibid.
[Rotate_sound track] 7CHAKRAS,
Emustore:\Resources\samples\benv\multimedia\Sound Effects\themes&tunes, Access date: 12 June 2008.

Assignment 2 - Solidworks files

Cactus Model
Solidworks Original Cactus Model


43% Cut
Solidworks 43% Cut Model


68% Cut
Solidworks 68% Cut Model

Assignment 2 - 3dsMax Files

Orginal Cactus Model in Max
3ds Max Original Cactus Model

43% Cut in Max
3ds Max 43% Cut

68% Cut in Max

3ds Max 68% Cut

Sunday, September 21, 2008

Final Assignment 2 items

Final Cactus Model

Volume = 100461.64 cubic meters

Final Model: 43%

Volume = 100461.64 - (43/100 * 100461.64 )
= 57263.1348 cubic meters
Final Model: 68%

Volume = 100461.64 - (68/100 * 100461.64 )
= 32147.7248 cubic meters

Week 8 - More testing


Testing the different tools to create bulging and tightening.


Week 8 - Draft items

Draft Model: 43%

Draft Model: 68%

The above model is the 43% cut. This model attempt to represent exterior impact as recorded in the first experiment where the structure experienced sliding effects on the impact point. The 68% cut model represent the interior and exterior explosion characterized by the bulging and tightening of the model.

After discussing my idea with Russell, there was a need to do major alterations. The cuts I’ve used on the model are very set or regular there was a need to break away from this as explosions often create irregularities.

Week 7 – Playing around with Solidworks.


Thursday, September 11, 2008

Wednesday, September 10, 2008

Week6 - Misinterpretation

Misinterpretation of the task to model the cactus building. However it was a good experiment with Solidworks.


Restart the cactus model.