Friday, 9 December 2011

post_9

basic textures the level.

wall texture
ceiling texture
floor texture
inside chunk texture
inside chunk texture test
new gradient transition material texture
mew material

map stage_1
basic materials applied to level
bridge test area
unforeseen chunk problem


Friday, 2 December 2011

post_8

mat 2
material transition. needs better texture. have to figure out how to apply it to real time object in the dev screen

Monday, 28 November 2011

post_7


Custom texture
due to the gradient of this texture being poor the transitions on the material are not very smooth, also the the texture reminds me of buildings rather than circuits.

material disintegration 
Trigger material to disintegrate fracture mesh when destroyed and toggle new fracture mesh, material will have to be reversed. At the  moment I can only create a new object with a trigger, is it possible to mat a trigger to a button?


Friday, 18 November 2011

post_6

Scripting Work Progress
Simple nano glove model for importing and swapping guns over
Test level

Top kismet sequence: toggles lights on and off by touch triggers.
Bottom kismet sequence: when shot fracture mesh is hidden and replaced by separate mesh on trigger


Friday, 11 November 2011

post_5


Concept_3
Beetle reference
Concept_4
Concept_5
Protagonist Concept
Nano Glove Concept
Level Design

Friday, 28 October 2011

post_4




So I've finally managed to make some headway with script though I'm still in the process of learning, the only way I can do this though is by following exactly what the tutorial is doing step by step and rewinding it until I understand the principles involved even if I don't get how they can be incorporated into the game but I suppose that comes later. this is what I have been doing so far.

s overview extends Object;

// variables
byte // A single-byte value ranging from 0 to 255
int // A 32-bit integer value
bool // A boolean value - true or false
float // A 32-bit floating point number
string // A string of characters

// Variable Declaration

var bool MyBool; // Declaration of a Bool variable
var bool MyBool1 = true; // Declaration of a bool initialized to 'true'
var () bool MyBool; // Declaration of a Bool that will be editable in the default category
var (MyCategory) bool MyBool; // Declaration of a Bool that will be editable in the specific category
var int SomeValue; // Declaration of an integer variable
var int SomeValue = 12; // decl;aration of an integer variable initialized to '12'

//////////

//Array
var int MyArray[20]; // Declares an array of 20 ints
var bool MyArray2[4]; // Declares an array true or false

///////////////////////
//Variables - Advanced

//Declaring an Enumeration
enum GameDeveloper

{
GD_Artist, //0
GD_Designer, //1
GD_Programmer, //2
GD_Audio, //3
}

//Using Enumerations
var GameDeveloper NewDeveloper = GD_Designer; // 1

if ( NewDeveloper == GD_Artist )
{
// Call some function...
}
if else ( NewDeveloper == GD_Designer )
{

//Call some other function...
}

//Using Structures
var ElementTypeRating MyStats;

MyStats.Fire = 50;

MyStats.Air = 25;
MyStats.Water = 0;
MyStats.Earth = 10;

GenerateAbility (MyStats );

ApplyFireDamage ( MyStats.Fire );

//////////////////
//Flow Statements


//If Statements
if ( MyStats.Fire < 25 )
{
// Small Fireball
}
else if ( MyStats.Fire < 50 )
{
// Med Fireball
}

else if ( MyStats.Fire < 75 )
{
//Large Fireball
}
else
{
//Toast
}



As far as deign work goes I've worked a little on the antagonist for the game and made a few decisions about what I want for the look of the character which will eventually inform the movement and animations of the model when I get around to that part an example of this is the decision to make the enemy an mid range gun unit rather than a melee unit, the reason for this is just to make the animations more doable though I'm still going to have to learn how to create damage inflicting gunfire coming from that unit , I think it'll be a case of finding the right tutorials.




here are some of the ideas I had in mind when drawing these:

The Matrix robots

Arco flagellant
Terminator

bleach Hollows

Friday, 21 October 2011

post_3



Most of the work that has been done this week has involved watching unreal script tutorials and trying not to fall asleep, I gotta tell ya it's pretty tough, at the moment I'm in the middle of trying to get a project file set up so I can start messing around with U script and try some stuff out, however even that is beyond me at the moment, anyway that's how the scripting is going, I've also been brushing up with 'mastering unreal technology vol II'

as for the designs I just finished off the first page of designs for the nano device

here's a quick rundown of the ideas behinds them.
1/ simplistic, minimal design (star trek reference) multi function nano machine
2/design based on finger-less leather glove, weapons separate, visible.
3/based on Iron man's armour, weapons separate, hidden in arm
4/ based on cowboys and aliens wrist gun, weapons separate, hidden, weather damage
5/based on iron man's inner structure, multi function nano machine, aperture cover for nano machine
6/bio mechanical design, nano machine's released as spores.
7/glove based on nanobot design
8/insect anatomy Incorporated into the design, animation intensive.
9/ based on nanobot design.

The three designs I will continue to work on are 3, 6, 7, they offer the most flexibility in the design as well as having the best looking functionality

Thursday, 13 October 2011

post_2





Initial concepts

silhouette_1



concept_1
the idea I had behind the protagonists was that some nanobites have evolved into a boi-organic form creating living machine monsters, as reference I wanted to create a more aggressdive machine like version of the 'shrimps' from district 9.

nano gun/machine/glove/gauntlet/thing!

so far the idea I've had for the look of this is a stripped down version of iron mans hand with all the tech on show, but more and more I'm liking the idea of the gloves functions manifesting themselves as moving parts that, at this stage though I just testing ideas and seeing what shapes I like.



post_1

for the final project the game I'm going to create is a sci-fi FPS. The idea is based around nano technology more specifically nano bites and their manipulation, as a game physic. some of the starting influencews of this project are....

tech, futurism and science documentaries.

(what the bleep do we know,2004, quantum physics doc)

(Technocalyps, 2006, 3 part doc dealing with trans humanism, tech evolution and futurism)

(Future intelligence, next world, 2009, future tech doc)

some of the visual influences for this project are as follows
iron man movie

over saturated lighting effects/lens flares e.g
star trek 2009
mass effect
Dan Lavisi (adonihs)