Today Craig went into university to retest the map. Melissa had work and i was feeling ill today. Craig managed to host the map by Lan this time. Thanks Craig!
I apologize for the late submission because of this problem.
Danny.
Tuesday, November 18, 2008
Friday, November 7, 2008
Problem working out the gameplay video
There was a problem hosting the game on other computers. We keep recieving this error everytime we try running it. We asked for help from other students doing this project that have already managed to run the game through lan, yet they cannot figure out why it crashes as well. I tried coming into uni again in the morning, and tried it again, and the same result comes up. Not really sure what to do now with the project.
I can get the map to work on UT3 when i solo, but multiplayer just doesn't seem to work at all.
I can get the map to work on UT3 when i solo, but multiplayer just doesn't seem to work at all.
The stupid truth behind it all..
Well looking back at assignment 3 i regret not putting in a lot more effort in terms of my assignment. When looking at particular work from other groups, in particular Derek's kismet work, i realise how behind i am in skills regarding kismet. I did not go beyond the work of the tutorials that were given and i think that was my down fall in this assignment.
I think my kismet work in this assignment was moderately okay in regards to just using the tutorials, i did try to explore as much as i could with lighting/triggers. But i know i could of accomplished much better if i tried harder.
Hide and seek as a concept game was much harder then i thought. I would of had to expand my kismet work to really make the hide and seek theme work. But i couldn't.
I'm glad that i had this realisation now, so that next semeseter i can put in more effort and explore more the field in more depth, than what is given to me.
In terms of what myself and the group have completed, i believe we did as much as we could, and we tackled the main criteria for this assignment.
I think my kismet work in this assignment was moderately okay in regards to just using the tutorials, i did try to explore as much as i could with lighting/triggers. But i know i could of accomplished much better if i tried harder.
Hide and seek as a concept game was much harder then i thought. I would of had to expand my kismet work to really make the hide and seek theme work. But i couldn't.
I'm glad that i had this realisation now, so that next semeseter i can put in more effort and explore more the field in more depth, than what is given to me.
In terms of what myself and the group have completed, i believe we did as much as we could, and we tackled the main criteria for this assignment.
Thursday, November 6, 2008
GROUP STATEMENT
Group Name
- The Real Timers
Group Members
- Danny : Kismet
- Melissa : Matinee
- Craig : Particles
Within Task 3 of this experiment we were asked to execute a gaming world which derived all the attributes of an animated virtual world. Within this design we were asked to effectivley establish and produce three very important elements which are currently known in the gaming world; these included: Matinee, Particles and Kismat.
Using these elements and incorporating the base function of the task was an interesting excersise which lead to the wander of the imagination.
We decided to base our game upon 'Hide and Seek' and we tried to incorporate a theme of tagging to identify the winners from the losers. Within the theme of tagging we established a world of two teams. Once these teams were unleashed into our environment we wanted them to feel scared and wanted them to sense and feel hte excitement that was created by the game through there computer screens. Once the two teams are released they are on a mission to find the other team and destroy them. We did not really want to enchace shooting the opposite team so we created an environment with many sharp and false floors and high falls. We have a point system so once a player is eliminated they come back once all there team members are destroyed. This means that the team of the person left standing is classified as the winners for that particular round.
To create this atmoshpere we have incorporated many different technques of the three chosen elements, these include:
MATINEE: the movement and control of objects. Within our UT3 gaming environment Melissa incorporated many elements of matinee, these included:
- Circular Transporters
- Singular Lifts
- Exterior Viewing Points
- Automated Doors
PARTICLES: an extremely small constituents of matter, as an atom or nucleus. Within our UT3 gaming environment Craig incorporated many elements of particles, these included:
- Snow Storms
- Sand Storms
- Mist Within the Building
- Fog Outside the Building
- Waterfall Outside the Building
- Waterfall Mist Outside the Building
- Rain
- Lighting Dome
KISMET: the control of all additional elements within the Map. Kismet controls the functions of all the attributes within the Map. Within our UT3 gaming environment Danny incorporated many elements of matinee, these included:
- Hidden Triggers
- Light Systems
- Teleportaion Mobility
We feel we all learnt alot from this task, and we have understood all the elements involved in producing a Map for a gaming world.
- The Real Timers
Group Members
- Danny : Kismet
- Melissa : Matinee
- Craig : Particles
Within Task 3 of this experiment we were asked to execute a gaming world which derived all the attributes of an animated virtual world. Within this design we were asked to effectivley establish and produce three very important elements which are currently known in the gaming world; these included: Matinee, Particles and Kismat.
Using these elements and incorporating the base function of the task was an interesting excersise which lead to the wander of the imagination.
We decided to base our game upon 'Hide and Seek' and we tried to incorporate a theme of tagging to identify the winners from the losers. Within the theme of tagging we established a world of two teams. Once these teams were unleashed into our environment we wanted them to feel scared and wanted them to sense and feel hte excitement that was created by the game through there computer screens. Once the two teams are released they are on a mission to find the other team and destroy them. We did not really want to enchace shooting the opposite team so we created an environment with many sharp and false floors and high falls. We have a point system so once a player is eliminated they come back once all there team members are destroyed. This means that the team of the person left standing is classified as the winners for that particular round.
To create this atmoshpere we have incorporated many different technques of the three chosen elements, these include:
MATINEE: the movement and control of objects. Within our UT3 gaming environment Melissa incorporated many elements of matinee, these included:
- Circular Transporters
- Singular Lifts
- Exterior Viewing Points
- Automated Doors
PARTICLES: an extremely small constituents of matter, as an atom or nucleus. Within our UT3 gaming environment Craig incorporated many elements of particles, these included:
- Snow Storms
- Sand Storms
- Mist Within the Building
- Fog Outside the Building
- Waterfall Outside the Building
- Waterfall Mist Outside the Building
- Rain
- Lighting Dome
KISMET: the control of all additional elements within the Map. Kismet controls the functions of all the attributes within the Map. Within our UT3 gaming environment Danny incorporated many elements of matinee, these included:
- Hidden Triggers
- Light Systems
- Teleportaion Mobility
We feel we all learnt alot from this task, and we have understood all the elements involved in producing a Map for a gaming world.
9x THE REAL TIME IMAGE CAPTURES
Tuesday, October 21, 2008
Experimet 1 with kismet
Thoughts about kismet after the lecture
All i can say about the work Jacob has accomplished in UT3 is amazing!!! i did not realize how far you can go with kismet. And i do want to try to do something more extravagant with my kismet work.
The cool thing about when seeing Jacobs kismet work i did not really freak out anymore. I looked at it and did not get intimidated by it, but i was amazed and it gave me motivation to challenge myself more in trying to work with more complex coding.
The cool thing about when seeing Jacobs kismet work i did not really freak out anymore. I looked at it and did not get intimidated by it, but i was amazed and it gave me motivation to challenge myself more in trying to work with more complex coding.
Friday, October 17, 2008
Simple but sooooo effective tip for kismet
This tip came from the video tutorial but i also gave it my own twist, which is to write on paper a sequence of what you want to happen with each step.
When in kismet you should say out loud or just in your head what is happening within each box. It may seem like something so simple and obvious but it helps a lot when trying to understand a complicated or long coding sequence.
When in kismet you should say out loud or just in your head what is happening within each box. It may seem like something so simple and obvious but it helps a lot when trying to understand a complicated or long coding sequence.
Wednesday, October 15, 2008
Thoughts so far on Kismet.....
This is a screenshot from the second tutorial. So far kismet has been a pretty interesting topic to work with. It really takes so much effort to really get your head around the topic.
I have found that i learn more watching the tutorials and taking notes then going into UT3 editor and implementing what i have learn is way more productive in learning how to work with kismet.
My thoughts so far of kismet is i love working with it. Though at some parts it looks so complex i find it to be an interesting topic when everything works out smoothly!!!
When i first started the tutorial the video gave me an idea of where kismet will be taking me. Looking at all the lines going everywhere confused the hell out of me. But now after going through even 2 tutorials. I seem to be able to look at the mess of connections and understand it perfectly. Knowing what each box is doing and how it works out to make my scripting work properly.
I have found that i learn more watching the tutorials and taking notes then going into UT3 editor and implementing what i have learn is way more productive in learning how to work with kismet.
My thoughts so far of kismet is i love working with it. Though at some parts it looks so complex i find it to be an interesting topic when everything works out smoothly!!!
When i first started the tutorial the video gave me an idea of where kismet will be taking me. Looking at all the lines going everywhere confused the hell out of me. But now after going through even 2 tutorials. I seem to be able to look at the mess of connections and understand it perfectly. Knowing what each box is doing and how it works out to make my scripting work properly.
Wednesday, October 8, 2008
Solidworks Model Import Test
Wednesday, September 24, 2008
Define what is a Game.....
There are many definitions of what a game can be defined as. Whether its an activity of lesiure or a challenge for the mind.
In modern day society, games that fall in the MMORPG(Massively Multiplayer Online) category, allow the player to enter a world of fantasy where anyone can go on a visual journey fighting monsters or interacting with someone half way around the world.
Games are an outlet for emotion or creativity.
Though a game can be seen as a second life for people wanting to escape reality.
In modern day society, games that fall in the MMORPG(Massively Multiplayer Online) category, allow the player to enter a world of fantasy where anyone can go on a visual journey fighting monsters or interacting with someone half way around the world.
Games are an outlet for emotion or creativity.
Though a game can be seen as a second life for people wanting to escape reality.
Thursday, September 18, 2008
Experiment 3 - The Volumetrics Effect of an Explosion on porosity
Experiment 1: Idea of an Explosion:
My idea for experiment 1 came from looking at explosions in chain reaction. Where the beginning of the explosion is small and as it begins to travel outwards, the destruction of the explosion increases, which also intensifies the debris that exerts outwards from the explosion.
In regards to experiment 2, my reasoning for carving the X% and Y% models the way they are makes it look like the explosion comes from the base of the building, and as the viewer begins to trail the explosion up the building, the destructiveness of the explosion after effects become more devastating. This is my idea behind trying to represent a chain reaction explosion.
The 29% Model i cut away having intentions of the unknown chain reaction explosion, where the explosion is wild.
The 54% Model i cut away having intentions of a controlled explosion. That is why the cut shapes are all perfect shaped cuts.
Experiment 2:
The Baseline Solidworks Model
The X% Solidworks Model
The Y% Solidworks Model
The Pan
The Zoom
The Rotation
My idea for experiment 1 came from looking at explosions in chain reaction. Where the beginning of the explosion is small and as it begins to travel outwards, the destruction of the explosion increases, which also intensifies the debris that exerts outwards from the explosion.
In regards to experiment 2, my reasoning for carving the X% and Y% models the way they are makes it look like the explosion comes from the base of the building, and as the viewer begins to trail the explosion up the building, the destructiveness of the explosion after effects become more devastating. This is my idea behind trying to represent a chain reaction explosion.
The 29% Model i cut away having intentions of the unknown chain reaction explosion, where the explosion is wild.
The 54% Model i cut away having intentions of a controlled explosion. That is why the cut shapes are all perfect shaped cuts.
Experiment 2:
The Baseline Solidworks Model
The X% Solidworks Model
The Y% Solidworks Model
The Pan
The Zoom
The Rotation
Wednesday, August 27, 2008
363 George street Envelope
Monday, August 25, 2008
SolidWorks Tutorial
Sunday, August 17, 2008
EXPERIMENT 1
Hypothesis
My idea behind my work looks at the connection between chain reaction explosions and the after effects of the radius of the debris from the explosion.
Documentary Style
Expository and Observational
My Own Custom Made Machinima
Collaboration of videos of Machinima
References
GTA IV - HUGE EXPLOSION!, (2008) Youtube [online]
Available from: http://www.youtube.com/watch?v=D7mifue_mcs
[Accessed 17th August 2008]
Chain Reactions CRYSIS, (2008) Youtube [online]
Available from: http://www.youtube.com/watch?v=fPARSe9cWpI
[Accessed 17th August 2008]
Car Explosion Mayhem, (2006) Youtube [online]
Available from: http://www.youtube.com/watch?v=n9D6XDtv75w
[Accessed 17th August 2008]
Student Feedback
My idea behind my work looks at the connection between chain reaction explosions and the after effects of the radius of the debris from the explosion.
Documentary Style
Expository and Observational
My Own Custom Made Machinima
Collaboration of videos of Machinima
References
GTA IV - HUGE EXPLOSION!, (2008) Youtube [online]
Available from: http://www.youtube.com/watch?v=D7mifue_mcs
[Accessed 17th August 2008]
Chain Reactions CRYSIS, (2008) Youtube [online]
Available from: http://www.youtube.com/watch?v=fPARSe9cWpI
[Accessed 17th August 2008]
Car Explosion Mayhem, (2006) Youtube [online]
Available from: http://www.youtube.com/watch?v=n9D6XDtv75w
[Accessed 17th August 2008]
Student Feedback
Wednesday, August 6, 2008
Thursday, July 31, 2008
Wednesday, July 30, 2008
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