Monday, November 17, 2008

Final demo recording

http://www.woddenspoon.org/weis/Assignment3/irl-studios%20demo.demo

Kismet Experimentation

After losing previous experimentation map, this is put together from the parts of it I included with the final level.

Saturday, November 8, 2008

Friday, November 7, 2008

particles pictures

Yeah told chris to make rubble fall and you know what, he did :)
Was making dust for the impact too, till someone broke the file... weis

Hheavy smoke

The furnace...just like to call it that because of the multiple piles of flaming rubble
Foggy Hall

The leaky pipe hallway

One of the Green Flares

Broken machine with sparks and smoke

Fire and Brimstone...err rubble

Water running

Kismet Specialist Image Captures


Trigger volumes, for the win (literally)

Triggers, player starts, Skeletal actors and path nodes
Movers in kismet
Rock falling (matinee specialist)
Opening cinematic, destroying the initial actors at spawn
Looping movers
Win sequence & restart level
Note: Many of these are a result of collaboration between members

Demo for Particles

Argoc-2008_11_07-23_46_40.demo

Final UT3 Submission

DM-irlmap_final.ut3

Draft UT3 Submission

DM-irlmap_demo.ut3

Responsibilities

Chris Galea - Organisation, Motivation, Matinee, Integration & Coherence
Jonno Chong - Particles, Ideas, Textures, Fog volumes, etc.
Christopher Heard - Blog management, Kismet, Initial brainstorming

There is obviously a lot of overlap in these responsibilities. Teamwork is essential.

Saturday, October 18, 2008

Update


Got the building in, after many issues with lighting and collision and etc. etc., i think it is finally working.
Added some rain for atmosphere. Still a LONG way to go, but hopefully we will get there.

I think we are running into some issues with the model being complicated and faces not being exported correctly, but we will see how it turns out.

Wednesday, October 15, 2008

Particle experimentation/Tut

Tutorial brainstorming 16/10/08

Snakes and ladders
2 teams, and 2 extra competing players?
SNakes have to get their whole team to the bottom while ladders have to get their whole team to the top, preventing the other team from doing so.

Rising water to create a losing condition. A dying snake player will respawn at the top, a dying ladder player will spawn at the bottom, players will need their teams assistance to get back up.

Another idea is that the snake team has to prevent the ladder team from reaching the top, as the snakes in th board game version of the game have no real intention of reaching the bottom of the board, they are just douchebags who dont want you to get to the top. With this scenario there would be a time limit which would count down and the ladder team would have to get to the top in that time.


We need to brain storm some ideas of what will actually be the mechanisms represented by snakes and ladders which allow the teams to move.

The first idea is that the ladder team has a collection of different size laddders which can be moved to where they are needed. By doing so the team is able to move up the building. The snakes team is able to move the same ladders and drop them back to the ground. The ladders team has to reach the top before the building collapses or another limitation.

Building outside?

Matinee Specialist - Experimentation

Kismet Specialist - tutorial/experimentation

Tuesday, October 14, 2008

Bus Brainstorming

Snakes & Ladders vs. Hide & Seek vs. Jenga
-King of the hill style gameplay, control the top for the longest and a helicopter (with limited space) will come and pick you up. Relates to Snakes and ladders type gameplay (up and down the building)
-Jenga.. altering the building will cause it to be less explorable, not our preferred option
-Hide & Seek: Perhaps a hostage scenario, where a player may be trapped, only able to be rescued by his team mates.

Intro sequence??

Elevators??

Populate the surrounding cityscape with buildings, aiding to immersion, and to further explore the effects of an explosion on the movement of people. requires more people.

Atmosphere - Rain?? Dust??

Why this is here

This blog is here as a way to more collaboratively output our work, as we believe that the "specialisation" areas of UnrealEd are so closely linked that a unified area to present the work would suit best. Rather than 3 independant systems that work disjointedly with each other, we are aiming for a streamlined, integrated workflow, with elements from each member contributing equally.

Monday, October 13, 2008

Welcome to IrL

We are a team, composed of 3 members (at this stage)

Jonno Chong(Xbox) - Particle Specialist
Chris Galea(ategigs) - Matinee Specialist
Christopher Heard(forgigs) - Kismet Specialist