Friday, November 7, 2008

The Game Demo File

philchill22-2008_11_08-00.demo

played with 6 players

Matinee DEMO VIDEO

Matinee_UT3_DEMO_1.wmv

This video was made from fraps then taken into Vegas and editted to put each 30 second fraps video together because our file was not working 100% in UT as all the particles in the package did not load.
The reason why i did it with fraps was so that the level did have particles rather than having none and that it was the final map rather than having just Kismet and Matinee.

FINAL UT3 MAP AND PACKAGE

MAP:
final_Mimco.ut3

PACKAGE:
nikolinaborak_particles.upk

FINAL UT3 IMAGES






































































































































In these images it shows aspects of my work in Matinee in this assignment, with images of doors which move outwards, secret doors which look like pillars that also move and movers around the map, the movers are paced at different speeds to reiterate the idea of "time" and how that related to hide and seek.
Images which could not be captured were from the cinematic sequence as it would only be a still image of the player.

Thursday, November 6, 2008

Draft Ut3 Environment

draft_Benv2423_assignmente.ut3

Draft UT3 images



























Hide and seek - Matinee

Ideas taken into consideration was to give the player(s) an environment which was spacious and evoked the feeling of hide and seek.
In relations to matinee i made movers, doors and cinematic sequences and teleporters - as matinee invovled the movement of the player.

Movers (Lifts)- Made at different speeds so that the player could feel as if he/she was running away from something or to find the person who is hiding. Some movers have been made to loop(repeat) so that they are constantly moving to create a stop in time to wait for the lift to move to other levels. The idea here is that it makes the player feel a sense of uneasiness weather it be trying to run away to find a place to hide or to catch the person hiding.
Doors - Have been placed to confuse all the players so that it was an interesting environment to play in, with trap doors which only open on one side or even only once - again emphasising the idea of time in terms of hide and seek. Some doors opening instantly and traps doors taking 3 seconds to open - making the player wait before entering new rooms, the doors were made so that it would attempt to play with the individuals patience.
Cinematic Sequences - These were made to aid in the game to create breaks in time to let the individuals playing a time to look through the eyes of a camera at themselves and take a breath before returning to playing the game.
The introduction cinematic sequence was created to give the player who triggers the sequence as soon as he/she starts, a sense of introduction to the environment and an idea of what environment they would be facing.
Teleporters - As moving around a very curvey interior is very difficult, the only things initially to get around the level was ramps and lifts, as this could become irritating waiting for lifts; teleporters were put in so that it would instantly let the player move from room to room, cutting down the amount of time. This plays an important role in terms of time as it gives the player an edge over the other player(s) in moving around the environment.