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#181 kinjutsu

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Posted 11 January 2009 - 08:28 PM

Update on the dead city parts, most everything is uv'ed so I'm working on textures.

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A shot of one of the wall sections, just with a diffuse a poopy looking normal right now.

#182 Guest_Guest_*

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Posted 14 January 2009 - 03:54 PM

Hey Guys

Just finished the first prototype for the path puzzle, let me know what ya think the room and objects are just place holders for the prototype. The video can be found at:




I think the delay time on the blocks coming back up needs to be shortened but I letting you guys be my lovely critics :crazed:

Cheers

Coops

#183 ambershee

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Posted 14 January 2009 - 06:48 PM

I'm sat there thinking - should Guests be able to post youtube videos?

Anyway - it's looking good, and is probably technically all there. The trick is of course, porting it into DataRun world. To do so, I'd ensure that there's enough space between the platforms to prevent the player jumping between them in ways we don't want.

The other question is, have you just brute forced the correct route, or have you actually got the logic behind the puzzle incorporated :crazed:

#184 Coops

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Posted 15 January 2009 - 07:25 PM

I've been thinking over your feedback and I am creating an account. I think that it would be better to spread out the platforms so the player has to jump from on to the other that way. This I think will be more challenging and with some testing of the old version I think it could turn out to be better. What do you guys think?

Edited by Coops, 15 January 2009 - 07:26 PM.


#185 ambershee

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Posted 15 January 2009 - 07:48 PM

That was the original attention (even if it didn't come across well in the diagram) :wink_new:

Go for it, it should work well.

#186 Coops

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Posted 18 January 2009 - 05:33 PM

Hey Guyz new version of the puzzle. Its been spaced out and tweaks have been made to the timing of the platforms, the now fall quicker and the delay time has been reduced.



Cheers

Coops

Edited by Coops, 18 January 2009 - 05:35 PM.


#187 Carter

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Posted 18 January 2009 - 07:26 PM

Hey guys,

Sorry i missed the meeting, I'm gonna be insanely busy these coming weeks but im hoping to continue working on this - im still working on the pillar, high and low poly versions are created and its more or less mapped will hopefully post it up in full later on tonight - will post my skype details later on as well

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#188 Carter

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Posted 19 January 2009 - 12:20 AM

Pillar is now complete and uploaded to the SVN under content/Models/Pillar_Complete.zip will work on a damaged one and some other classical themed filler prop tomorrow

#189 Carter

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Posted 20 January 2009 - 03:20 AM

Added a filler prop in the form of a cask, bit rough and ready but like I said its intended to be a filler prop for now - its under the same directory as the pillar

#190 Andrew McCray

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Posted 24 January 2009 - 05:55 AM

*peeks in*

I like the platform puzzle with the gaps, but to echo what Ambershee said I think it would be good to have some sort of logical progression that can be decoded and let the player know what order is correct without having to guess every single platform. Could just be something as simple as having them numbered, or colored similar to how they are (except with models that fit wherever this is going and all that) and have a progression thats referenced somewhere else beforehand. Like maybe this room can be a memory of a guy who did the RJ-45 ethernet jacks, and the platforms are colored like the wires, and you have to jump them in order. white-orange orange white-green blue white-blue green white-brown brown.

*wanders off*

#191 ambershee

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Posted 24 January 2009 - 11:10 AM

I'd hope that in the relatively distant future, we wouldn't be using oldschool ethernet cables anymore :thumbsdownsmiley:

The idea, is that the player has to follow a repeating pattern of four colours (outlined in the brief). The idea is to have the last three platforms (thus the last three colours) the player touched glow, as so the next colour is obvious. There should also be an overlooking statue, which has a series of four different coloured lights/gems which light up as appropriate too.

#192 Darknet

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Posted 25 January 2009 - 09:12 PM

Here currently work. >.<

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JP - Darknet

#193 Kasper

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Posted 01 February 2009 - 05:39 PM

So Darknet, how is the "the brain" coming along? Do you need more concepts or references?

#194 Darknet

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Posted 01 February 2009 - 07:12 PM

It going slowly and busy with other stuff >.<;
Either one of them just need to art to know how the brain flow works.
JP - Darknet

#195 kinjutsu

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Posted 01 February 2009 - 07:55 PM

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Dead city pieces ready to go, they'll be uploaded under content as DataRun_Deadcity01.

Edited by kinjutsu, 01 February 2009 - 08:17 PM.


#196 mike-

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Posted 08 February 2009 - 08:22 PM

little update
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thanks!

#197 ambershee

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Posted 10 February 2009 - 11:30 AM

Just to remind you all - I'm going away as of today for the next week and a half, and I'll be difficult to contact in the mean time. E-mail me if you need anything, and if you're lucky, I'll be at the next meeting.

Thanks!

Luke

#198 Kasper

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Posted 12 February 2009 - 08:45 AM

The sunday meeting is still happening, so show up guys/girls - I'm looking forward to seeing your work :p

#199 Guest_mfconcepts_*

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Posted 22 February 2009 - 07:12 PM

heres a updatet version of the temple thingy
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Edited by ambershee, 22 February 2009 - 07:30 PM.


#200 Guest_Guest_Carter_*

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Posted 22 February 2009 - 07:53 PM

I won't be able to make the meeting tonight so heres some stuff I've been working on - there all Oilrig props for the Deadcity slums supported atop a floating platform out at sea. I want to focus on the actual structure first before moving onto the slum, the two untextured models at the bottom are some of the models im planning on doing this week

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