Saturday, November 8, 2008

NOTE!!!!!!!

there are two demo's that i have included in a zip folder, which is available for download through filefront.
our group has decided that the demo in the folder named "6 players" is considered our game play experience demo. while the other demo is our "expertise demo" showing our group members involvement within our game

Thursday, November 6, 2008

9 IMAGES









FINAL ut3 map

this folder also contains the demo files as well, provided along with it the ini files
3256873_3254931_3253099_-s.zip

DRAFT ENVIRONMENT

DM-BENV2423_dugong33_DRAFT.ut3

BRIEF

The game module that we will go about is the ideas of snakes and ladders. The reason we chose this theme is because it is diverse in terms of the options that the player is given such as decision on making to progress to a higher level.
The function of the dice in snakes and ladders, is conveyed in our ut3map as the random choices you decide to take, which will ultimately lead you to either a longer or shorter route, in reaching the rooftop.
The elevators and ramps will represent the ladders as they provide a shortcut, as they will lead you to a shorter route. While the function of snakes is conveyed as detour’s or obstacles provided by trapdoors, and teleports, which will ultimately force you to take a longer route.
Overall the players will be challenged in terms of their own decision making. If they make the right or wrong decision they may find themselves taking a route which will force you to take a longer or shorter to reach the rooftop.

Time-captures (100 words)/design process

In producing our map for unreal tournament we decided to make a whole new environment. This will consist of new passage ways to coordinate with our elevators and ramps, to convey the concepts and ideas behind snakes and ladders within our map. This was done by going back into sold works with the original cut of 323 George street, we then went through each level planning and deciding which routes are longer and shorter, and how that’s accomplished I.e. elevators, ramps, trapdoors, teleports etc.
After planning 12 levels in total, we then decided to alter the design of the building in an attempt to make it look like a sci-fi industrial building, this was reinforced by the use of particles. This design provided us with many cracks within the building, which was then used as detour/obstacles to convey our ideas. With the use of dim lighting within some corridors this made the cracks harder to see, thus providing an even harder obstacles.
Problems with the building that have occurred is while you export you get randomly get walls which become hollow, this has resulted in us experimenting with the export options which had only displayed minor changes. Ultimately we have had to edit the polygons by flipping the faces. Our new model will work effectively with our game as it is a developed to worth with the players environment.

DOCUMENTATION