Friday, November 7, 2008

Task3-Week 04


The Gameplay Video Clip
- DEMO Record

Here is the link to download our Final UT3 Gameplay Video Clip (DEMO Record)

DM-BENV2423_AZN.demo

The people who are playing in our map as follows:

Idunnoula - Adley Yuen

Kurokumori - Jackey Tran

Longlyf - Stephen Wang

Player4 - Chivon Lam

Cag3891 - Craig Gullen

Final UT3 Environment - UT Map

Here is the link to download our Final UT3 Environment Map

My_Games.zip


The Expertise in Action video Clip - DEMO Record

Here is the link to download our Experise in Action Video Clip (DEMO Record)


Idunnoula-2008_11_07-04_1.demo


Draft UT3 Environment - UT Map

Here is the link to download our Draft UT3 Environment Map

DM-BENV2423_EXP3_24.ut3

"AZN" Group Statement



Hi, everyone we are team “AZN” (pronounced as Asian). For the final assignment, I have teamed up with Jackey Tran and Adley Yuen. The aim of our game of “snakes and ladders” was based on speed and chance which created an emergency evacuation game. The reason behind our aim of the game was due to the original assignment title, “Explosion and Evacuation”.


Our previous idea was to create stationary rams and have the players to run and jump their way down the entire building. Teleports were placed on different levels of the building in order to shift players up and down which enhance the difficulty of the game. However, as the game develops, our initial aim seems very primitive compare to other groups. We then changed our idea to “Escape from self destruction” which players will start the game from the top level of the building after trigger off a 5 seconds countdown to red alert flashing light and a 90 seconds countdown until self destruction which will kill all players outside safe zone.


Players need to travel to a safe zone located at the bottom of the building by using movers. Movers are like elevators which will bring players to different spots around the building. As mentioned before, movers don’t always bring players to right places. There are four movers on each platform, a sense of chance and luck will be experienced when players decide to use them. If a player do stuck in a place that is impossible for them to go any further, they will have to use teleportals located next to movers that will allow them to start from top level. A fan-shaped “rotors” are placed before players could reach the bottom safe zone. It creates a challenge for players move down as each floor criss-cross. Finally, as players entre the safe zone, they will set themselves to god mode which makes them safe from destruction.


And there are 2 cinematic placed at the beginning and end of the game. The first one was to establish the setting and for quick learners, understand the navigation of the map. The second was the final explosion, whereby the conclusion of the countdown prior, would signal this to occur and at the same time, force all players to stop at where they are whether it is the safety zone or anywhere in the building.


Responsibilities of our Team Members:



Matinee – Jackey Tran


Movers around the building

Fan-shaped Rotors

Game trailers at the beginning and end of the game


Particles – Adley Yuen


Dust Particle

Flame Particle

Rain Particle

Spark Particle


Kismet – Stephen Wang


Light trigger with countdown that linked with flashing red alert light created in matinee

Teleportation

Self-Destruction trigger with countdown which kills all player after 90 seconds

Safe zone trigger which set players to god mod after triggering, safe from

Explosion effect with sound at the end of the game which linked to particles



Real Time Image Captures




Level Starting Area







Ramps where players will trigger off the self-destruction countdown






Self-destructing nuclear bomb







Movers for players to escape






Red Alert with flashing red light








Teleportors for players to re-escape from top







Looking up when movers going down







Fan shaped "rotors" - challenge players moving down







Safe Zone from the self-destruction







Self-Destruction






Kismet for Final UT3 Environment


Over view of the kismet window for final ut3 environment which includes kismet sequences, cinematics, matinee, and particles.





Kismet part for final ut3 envionment:
-Bomb Alarm with countdown
-God mode in safe house
-Finishing Cinematic explosion with sound
-Emmits Particles after countdown





God mode in safe house







Emmits Particles after countdown






Bomb Alarm with countdown linked with matinee which activate red alert lighting at start of countdown







Finishing Cinematic explosion with sound

Task3-Week 03

The Experimental Video Clip (Final)




Lighting trigger with countdown linked with flashing red light created in matinee




























Task3-Week 02

Kismet Experimentation Images (Draft)



Kismet showing: Toggle light after 5 seconds countdown






Simple togglable light with trigger



30 Secconds Kismet Experimental Video Clip (Draft)


Task3-Week 01


Completed UT3 Editor Tut 2 Rooms Screenshots








































EXP2 Model in UT3
Environment Screenshots










Monday, September 22, 2008

Task 2 Week 5

X-58% Remain Solidworks Model

Cactus-Final-x.SLDPRT

Y-33% Remain Solidworks Model

Cactus-Final-y.SLDPRT

Cactus Building Solidworks Model

Week3.SLDPRT


42% X section - Zoom




62% Y Section - Rotate




Cactus Model Section - Pan


Task 2 Week 4

Ideas and concepts behind my X and Y Cactus Model

I went for two different styles and concepts for my X and Y extrusion of the Cactus Model. The core concept of my Exp 1 was about extreme explosion. And i have adapted that idea again both X and Y models.

In X% Model, I simulated the explosion ofExtreme Explosion are those explosions beyond our imagination such as Nuke or Planet Explosions. In Exp 1, i used multiple impacts to show extreme explosion. The blast of a explosive barrel in Gmod would trig multiple explosions around it with a smaller blast range. Again in Exp 2, i have used the concept of multiple impact and extreme explosion (planet explosion) to remove percentage part of the Cactus Building. Multiple impact demonstrated in Exp 1 which was a explosive barrel dropping from high altitude; explode inside a stack of plastic barrels and triggs another explosion above. In X%, this are shown by the huge epicentre located at the bottom of the Cactus Building when the explosion occurs. In order to show its extreme side, i have made the the epicentre hole and cavities similar to a planet explosion showing below.














I mainly used lofted cut for simulating holes and marks penetrated bythe blast. The loft cuts are cone shapeded as the blast photo show below.










For Y% Model, I used the flamable explosive barrels of Gmod as the key concept of extrusion in the Cactus Model. It is a quite different approach comparing to the X% because all the loft cuts are curving inside the building instead of straight cone shaped in Y%. The epicentre is located at the very centre of the building. The scale of the epicentre is very small since i want to convey the concept of extreme flamable explosion where the epicentre doesn't produce as much energy as the flame blasted outwards.



Task 2 Week 3

Cactus Building Mass: 100587897.11 kg
















X-42%

58% Remain: 58390970.684 kg

Solidworks model: 58391030.58 kg













Y-67%

33% Remain: 33194006.0406 kg

Solidworks Model: 33193973.04 kg