DataRun Project
#41
Posted 07 June 2008 - 06:12 PM
#42
Posted 24 June 2008 - 06:22 PM
And quick zb sketch of the head.
More to come!
Edited by Chasarsis, 24 June 2008 - 06:26 PM.
#43
Posted 24 June 2008 - 08:06 PM
#44
Posted 24 June 2008 - 08:33 PM
the face sounds familiar, looks like one in Metal Gear Solid ?
#45
Posted 24 June 2008 - 11:23 PM
#46
Posted 25 June 2008 - 02:51 PM
#47
Posted 10 July 2008 - 07:40 PM
What are our current thoughts on the design?
How can we tie the features together?
I'm currently thinking we need to tie in the scoring system, to ensure that it's not just a time attack - but also allows the player to keep scoring points as they progress through the environment; a solid scoring system that the player will have increased by keeping multipliers from bonuses, and when the level is completed, results in a scoring screen, accompanied by all the statistics, cumulated into a proper final score.
I'm also looking more into the visual / audio side of things - I've not gone too far, but I think we'll need to remove the physical weapons, and instead animate the character to use his abilities personally; which makes more sense in the context of only being able to use certain tools in marked areas.
I also want to expand the dynamic evil system, as this is a very strong visual system with a lot of potential to be tied into the game more strongly. My current thoughts are to keep the dynamic sky and the post processing, as these are obviously critical to player feedback. I think we should implement a stronger fade up / down system to used timed ramping up and down so that we have smooth transitions. I've also been looking into adding in audio post processing and dynamic ambient noise; so that when the player is doing well, we'll have very little ambient noise save for some light wind and perhaps birdsong when appropriate, over the top of the music track used for the level, very mellow, and all game audio would be very clear and easy to hear. As the player starts to do worse, the backing music will begin to give away to a stronger ambient noise, preferably more unsettling with a much harder processing; lots of reverb, distortion and muted noises. I'll knock up a prototype as an experiment for that soon.
#48
Posted 17 July 2008 - 08:42 AM
I take a look at the Dynamic Evil System video, it's sounds great (the video is a bit long ) anyway atmosphere changing according to player health is a really good idea !!
As the mod takes place in a Tron like world, we could create some futuristic gauges for health and some graphs. We should also implement a radar (something like sonar in submarine showing Firewall, enemies, tables, etc, ...).
I like the idea to remove all weapons (does it mean, that we "only" remove weapon mesh and replace them by some pawn animation and keep weapon firing mode and effects ?)
We need to update wiki, see what has to be done, to be finished and what is done.
I'd like to work on physics (weapon + pawn movements + world interaction + CustomActors) and on the radar (if we keep this idea).
If we consider Modb as the front page of our mod, it could be interesting that everyone with a new working feature update Modb with a picture or a video.
Last Thing: Phase 2 October the 17th
Let's go guys
Ps: My girlfriend is on holidays so I don't have much time the evening ....
#49
Posted 17 July 2008 - 02:49 PM
#50
Posted 18 July 2008 - 11:12 PM
As the mod takes place in a Tron like world, we could create some futuristic gauges for health and some graphs. We should also implement a radar (something like sonar in submarine showing Firewall, enemies, tables, etc, ...).
I was thinking that there would be no HUD or similar information available - we should use visual cues in the world only to confer information to the player; Dynamic Evil System confers health / time remaining in the level, and can additionally be tied further into the gameplay by means of critical or environment objects that may potentially only be present in the evil or good worlds.
I like the idea to remove all weapons (does it mean, that we "only" remove weapon mesh and replace them by some pawn animation and keep weapon firing mode and effects ?)
This is correct; the weapon meshes are removed, and the third person animations are created suitably. I hope this is feasible. Additionally, it'll still be context based on world location through volumes; indicated visually by the emissive part of the player material; parts will glow the correct colour dependent on what weapon / tool is available.
As it happens, my girlfriend is about to move in with me for a few weeks, so she'll also be on hand to do any photography, graphic or texture work we might need, if possible.
#51
Posted 19 July 2008 - 06:52 PM
I've spotted an issue with the blasted dynamic evil system that I'm having trouble tracking down. The system works perfectly with the test tool, scrolling up and down through various states - but when you let the player take damage conventionally, or gain health through pickups, it's not quite right; it's losing or gaining a few points somewhere, which isn't being accounted for, and as a result, the system is darkening too quickly, and when healing back to full health, it can't go all the way back to the 'perfect' state.
Humbug.
#52
Posted 23 July 2008 - 01:59 PM
The important classes are the DynamicEvilMesh, which is used the same way as static meshes, but it has materials that have a dynamic property, called 'Evil' that the code looks for. You can see loads of examples in the content packages on how it can be used, such as with volumetric shaders for fake lighting cones, interpolating between different textures and such like. It's a very flexible and powerful system, and I'm sure there are shit loads of things more you could do with it!
There is also the DynamicSound, which can be dropped into place as an ambient sound. You can then specify the minimum value at which it kicks in, and the maximum when it stops. It will play at full volume between those two points. IIRC, it uses a number between 0 and 100, so if you always want it to play until it is evil, or only want it to play when it is; use values higher or lower than this.
Finally, there is DynamicVideoMesh and DynamicVideoTrigger. A DynamicVideoMesh is a static mesh, but you can specify which material index will play the video (for example, John's billboard has two materials, but only one wants to play the video). The DynamicVideoTrigger is a volume, when the player enters it, all videomeshes will play the associated audio (soundcue) and video with that trigger. It can also be set to only work once.
http://rapidshare.co...ontent.zip.html
#53
Posted 29 July 2008 - 03:43 PM
Can someone look at the pawn wall-dodging, and find out why only the first wall dodge animates, and dodges after that don't, until the player hits the floor? Might be an easy fix, but will probably take some looking into.
#54
Posted 06 August 2008 - 06:13 PM
Attached Files
Edited by ambershee, 06 August 2008 - 06:33 PM.
#55
Posted 06 August 2008 - 10:38 PM
#56
Posted 08 August 2008 - 10:55 PM
Edited by Chasarsis, 08 August 2008 - 10:56 PM.
#57
Posted 08 August 2008 - 11:22 PM
#58 Guest_AmberZ_*
Posted 09 August 2008 - 04:47 PM
Finally managed to track down some wifi here in Blackpool - the punkfest is AMAZING. I'll post some pictures when I finally get back, providing I survive, it's a bit hectic.
Anyway, I've got a friend of mine doing the storyboards up to be a bit more understandable, as I lack drawing skills - they'll start appearing when I get back, with all the text, and the drawings'll start to follow right after. I'll keep them up to date as they come in.
Thanks guys, keep it up.
AmberZ
#59
Posted 12 August 2008 - 02:30 PM
Storyboards are attached - this is a loose representation of the final script to demonstrate how the player progresses through the game and story.
Notably, for MSUC phase two, we'd be only looking at the Prologue - so there's not much to worry about; a simple interface room (which I can do), a tutorial level and the DATA-Structure challenge map.
Should have some new code coming soon. I've modified Evil; it's now part of the game and can be also set using kismet - as the non challenge levels demand scripted sequences, and not the constant countdown we see in the challenges.
I've also been working on camera effects in kismet. Hopefully, we'll soon be able to do a lot, lot more with special effects and the camera. I'm also working on a 'fire system' for employment in game puzzle sequences.
Attached Files
#60
Posted 12 August 2008 - 05:23 PM
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