Friday, November 7, 2008

Role/Responsibilities

My role in the group was to make all of the movers and navigation through the map such as the transport ships, lifts and teleporters. I also created the falling rubble and other dangers which act as "snakes" in our snakes and ladder games. I also did the starting and ending cinematic, while delving into some kismet with my Kismet team mate Chris, in which we produced the necessary scripting to make all of the map work. I was also in charge of the dynamic lighting, while Jonno was in charge of all of the particle creating and placing, as well as helping out with the lighting.

Final Submission - 30 Second Experiment Video

I did all of my experimentation in a draft map environment, so that I would be able to find the best suitable matinee effects for the map. Each matinee sequence has been alted and has progressed from the first draft to the final outcome in the final map.

Final Submission - Image Captures

Cinematic


(Above) This is the final cinematic, in which the camera moves around displaying
the winning player who made it to the top first, who is then picked up by a spaceship
signifying winning the game.
(Below) This is the first cinematic activated when the game starts, it introduces the
level.


Falling Rubble


(Above and Below) These are images of falling rubble which falls
when triggered by a touch trigger. It creates an obsticle for the players to
avoid while traveling to the top.


(Below) Some of the bridges fall and take the players down more than one level,
some may even cause unwary players to fall to their deaths, needing to start from the
ground again.


Dynamic Lights


(Above) The dynamic lights turned off using a light switch.
(Below) The same area lit up with the dynamic lights.


Movers as Transport


(Above) While standing in green areas, players are able to call for transports which take them higher into the level.
(Below) A player standing on a transport mid air.

Grouped Movers


(Above) Movers, moving in groups, as the two doors open in
different directions and the lights change from red to green!

Special Effects


(Above), while walking into this room a player triggers a light which
changes colour over time while moving about the room
creating dramatic shadows and colours.
(Below) This spaceship flies around the building with a search light studying the
ruined remains. It can help show the way when the lights are turned off
within the building by a player.

Game Play Demo

sync123-2008_11_08-13_23_.demo

Map - Same as first Demo Map

Final Submission - Matinee Demo

Demo

sync123-2008_11_07-22_57_.demo

Map

DM-irlmap_final.ut3

Final Submission - Finished Ut3 Environment

DM-irlmap_final.ut3

Final Submission - Draft Ut3 Environment

DM-irlmap_demo.ut3

Draft DEMO

These are just two draft files, on an old draft model in which I was testing the demo utility.


Draft Map file

DM-irlmap_demo.ut3

Draft Demo file

sync123-2008_11_07-21_19_.demo

Game Type - Snakes and Ladders

We have decided to go with snakes and ladders for our game type. I have a vital role in this game, as I will be in charge of the ways in which players are able to move around the map. Basically no movers or interpactors = NO MOVEMENT. I will be able to set event and movers which allow players to travel up, and in the case of 'snakes' travel down our building. I will also be creating the cinematic in the map which introduces the zone and rules to play.

Draft 30 Second Video

Experimentation - Matinee


This is my experimentation with curved lift paths. The lift speeds up in the middle of its path, and slows down as it reaches the walls. I have placed sounds in the interpactor which reflect this movement.


These are my blast doors inspired by the Matinee tutorial, there are two moving parts in the door system, as well as a change in light colour. As the doors open the four lights above it turn from red to green. There are also sound effects at the start, middle and end of the sequence.


This is the closed position of my blast doors. The close link between Kismet and Matinee are evident with this sequence, as I had to work in both to accomplish what I wanted the static meshes and dynamic lights to do.


These are draft lights, which are able to be toggled on and off. Instead of the lights simply turning off, they flicker which was inspired by the fact that our building was destroyed and would not likely have perfect working lights. There is more that one trigger so the lights can be changed from more than one location.


This is a simple lift using the mover actor. It goes up and down from point A to B, and its speed varies towards each end of the trip.

Team - irLstudios

Jonno Chong - Particles
Chris Heard - Kismet
Chris Galea - Matinee

Specilisation - Matinee

Matinee Specialist !!!