ET15 FINAL PROJECT
Saturday, December 19, 2015
ET15 ASSIGNMENT 15 HEALTH & DAMAGE
Player Damage inflict from fall, both from lower a height and death after falling from a high position
Player damage and death from zombie attack
Player death from proximity mine
Player killed by plasma turret
Restore Health
ET15 ASSIGNMENT 14 Basic AI - Pace & Chase
1- AI that paces around the level.
2- AI that chases you.
Friday, December 18, 2015
ET15 ASSIGNMENT 13 PICKUP ITEMS
Various In game pickup Items
Ammo pick up to increase ammunition for rifle weapon
Pickup additional weapon with different characteristic and equip new rifle
Health pickup to increase the player health
Invisibility by drinking a potion
Pickup a biometric keycard to unlock gate
Pickup a biometric keycard to unlock gate
Thursday, December 17, 2015
ET15 ASSIGNMENT 12 Models, Materials & Lights
Custom Textures in level with normal, specular lighting, ambient occlusion, and color maps
Blueprint light sources and lights with physical models
Thursday, November 19, 2015
Thursday, November 12, 2015
Thursday, November 5, 2015
ET15 ASSIGNMENT 09 SOUND EFFECTS
Alarm sound trigger and flip book animation plus pulsating material changes
Blueprint communication to turn on path and trigger physics on other blueprint classes
Thursday, October 29, 2015
ET15 ASSIGNMENT 08 DOORS & MORE
single sliding door with status indicator light
double doors that slide
doors operable with keyboard command 'O' with screen prompt
lights that can be switched on and off.
Thursday, October 22, 2015
Thursday, October 15, 2015
Thursday, October 8, 2015
ET15 ASSIGNMENT 05 MODELING MORE COMPLEX ARCHITECTURAL ELEMENTS
Part 1 Modeling
Floor Pieces
Floor 1
Floor 2
Ceiling 2
Ceiling 3
Ceiling 4
Misc. Architecture Elements
Misc - Wall Intersection Connector
Misc - Catwalk Edge Trim/Light
Game Components imported and arranged in Unreal
Screen Capture 1
Screen Capture 2
Screen Capture 3
Thursday, October 1, 2015
Thursday, September 17, 2015
ET15 ASSIGNMENT 01: Game Level Critique
Game: Shadow of the Colossus
Level: Introduction Scene and first level
Setting: In a expansive, cinematic, nature-looking environment, with various topographic features such as rock cliffs, deep valleys, vast meadows , and sandy plains. The landscape is dotted with remnants and building artifacts from past eras that have long been abandoned. This land is simply referred to as the Forbidden Land and it is beautifully rendered in muted colored tones and coupled with a majestic, dramatic yet somber sound track - perfect setting for the long intro of the protagonist, a lone young man named Wander, with a determined, serious, and sobering expression.
Event: Wander rides in the vast landscape on the back of his sole companion - a
horse named Argo - carrying a dead maiden and must defeat 16 massive
mystical creatures to resurrect the dead maiden. Armed only with a sword and a bow. There are no other character to interact with, no weapon upgrade to gather, and no intermediate enemies to defeat. The essence of the game is purely condensed to finding and defeating of the 16 colossi - each with its own unique appearances, locomotion, and weakness, and all massive in compared to the player character. To find these colossi, Wander uses the light reflected off his raised sword to guide his way around the vase scenery.
Mechanics: The game player as Wander, has no supernatural abilities and no extraordinary strength nor can leap great distances, except perhaps the fortitude of not getting killed when taking a fall from great heights, and bravery in character facing such massive foes that seem impossibly large to defeat. With only basic, and typical 3D player movements, such as leaping, grasping, running, climbing, stabbing, the player must evade the attack of the colossi and find the weak spots of each of the colossus by scaling them.
The initial shock of confronting with the extraordinary size of the colossi and the subsequent discovery by the player that by grid and determination, seeming impossible feat can be accomplished. The drama of struggle against the odds is in tuned with the basic human condition and emotions, as illustrated by various classic tales, most famously that of David and Goliath. It is this universal connection to intrinsic basic human drive to overcome that makes the game action so emotionally charged and appealing.
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