
Wednesday, October 20, 2010
Joe's final thought
I just wanna say thanks to everyone for putting the great effort in to the course as a team. I apologise for not being able to get the game as close to what we had hoped for, but please believe me when i say i tried my very best and that even i feel a little disappointed by the end of the course. I don't believe it was as fruitful as you would normally expect from a freaking games course (neither was nwn2 but, you know).
Anyways, im obtaining a positive perspective on getting a decent mark for our game as it is actually playable (and the hard work you guys put in ended up being mighty impressive).
You are all fine folk and it was a pleasure working with you!
Cheers.
Sunday, October 17, 2010
For Joe
Construction Level:
HUD
Level
Caulk Gun
Blow Torch
Wrench
Builder
Completed Level:
HUD
Level
Glue Gun
Fountain Pen
T-Square
Architect
Ruined Level:
HUD
Level
Saturday, October 16, 2010
Construction Level Final
Here it is > http://www.filefront.com/17398488/Construction Level - Final.zip
PROBLEMS: Due to my computer having a complete Derp over the sky, UT3 crashed every time I tried to open up the environments/sky folder .: it has no sky so I'm sorry but one of you guys will have to quickly add one.
Included are all custom textures: http://www.filefront.com/17398504/Construction Textures.zip
All dimensions are changed according to the blog.
Now I have to go to my Grandmothers 60th before Mum screams at me some more for already making us 30min late :S
Construction Design Doc Pictures
Pics of each object in UT3
http://www.filefront.com/17394992/Photos.zip
^^^^^^^^^^^^^^^^^^
Meeting 16th of October (TONIGHT)
When: 8:30pm
Where: Skype
What to have ready to bring (with respect to what applies to you):
-screenshots of your level (atleast 6 with no repetitive pictures of the same area)
-close-up screenshots of your custom objects in the level
-close-up screenshots of your custom objects in maya, NO textures, wireframe on
-screenshots of your character and weapon meshes (no textures, wireframe on)
Keep in mind these screenshots will be included in the DESIGN DOCUMENT and must show off your work, making it look as aesthetically pleasing as possible (that includes your ass, Amy).
Friday, October 15, 2010
found this nifty UT3 guide
Thought i'd just plant this link here if you guys want to have a read. It may answer some questions for us, i'll be cramming this assignment this weekend if you want to talk.
P.S. Thanks lazy moose i got the weapons :)
Wednesday, October 13, 2010
HUD Ideas
Construction level:
Fallout inspired design with our own little cartoon character like vault boy, example :

Completed level:
Slimline and simple
Ruined level:
Similar to a metroid first person HUD, example:

Monday, October 11, 2010
Dimention adjustments








1st image is the "Base line" from where the measurements were taken (north wall)!
1 - Meeting room on Level 2: Division added, extra door added - approx halfway (see image)
2 - Area/rooms near Kitchen/Cafeteria: Wall moved (measurements specified in 4 ), Second door now enters kitchen
3 - 1B - Left room: The "block-in" begins at ~2715 from base and fills the rest of the room behind it
4 - Kitchen area: Wall extended, now begins at ~2665, wall may have to be thickened using edge geometry
5 - 1B - Right room: The "block-in" begins at ~925 from base and fills the rest of the room behind it
6 - Cubicles: Wall blocked in ~270 from base
7 - Lobby: Back wall blocked in ~270 from base
Sunday, October 10, 2010
Screenshot layouts
Saturday, October 9, 2010
TOWN MEETING, TOWN MEETING
Your options are 'be there' or 'I will hurt you'~
Friday, October 8, 2010
E-Mail from Stephen
- During your normal class time next week (i.e., week 12) each team will be presenting as much work as they have done for their final assignment in front of the class in the same way as you did for GS1 last semester.
- Conor has extended the due date for your third assignment to Monday morning of week 13 (October 18) which will give you all the extra weekend to polish any of the rough edges :-)
Monday 11th of October - Details
There WILL be a 9-5 work session on Monday (optional as usual), partially so we're there if there are any last minute details in the tutorial or lecture. We will also be covering:
- Decision on the light placing in the roof
- Tweaks to the scaling for levels (including room sizes, floor thickness etc)
- Changes in layout and brainstorming of last minute additions with all group input
- Hopefully some play testing
Hand-in details:
- Completed levels will be required to be handed in
- Hopefully meshes
- Hopefully gametype
Any comments or additions to things let me know and I'll edit it :)
Goodluck on the weekend I know I won't get any sleep!
Thursday, October 7, 2010
Problems
Right, I'm having some problems with importing objects from Maya to UT3. I know Actor X doesn't work with Maya 2011 so I got the FBX plug-in that works with it, or is supposed to but doesn't. So to address the problem I've tried installing 2010/2009 and importing from that, trouble is I can't find any reliable downloads, and when I do it redirects me and tries to download 2011 WHICH I DON'T WANT!!!
So, anyone have a link to a reliable Maya 2010/2009 source?
Wednesday, October 6, 2010
Character Base WIP
Construction Objects
Tuesday, October 5, 2010
Ruined Level Textures (Water)

Reminder: Monday Deadline
Expected:
-Levels refined and completely finished
-Refined character meshes and textured
This is NOT an advisory deadline for levels. Having the levels in a week before it's due gives us time to construct the design document, put everything together, and last minute changes (as well as HUD design).
However, Amy has a lot to tackle, so while it would be great to have everything done by Monday, it won't be completely neccesary until approximately Wednesday/Thursday depending on what Joe needs to do to implement these models into the game.
If there's anything incorrect let me know and I will change it, as this is the most crucial deadline.
Monday, October 4, 2010
Ruined Level Textures


Sunday, October 3, 2010
Saturday, October 2, 2010
Another Monday Work Session
Me and Amy are staying through the day again like last Monday to just get work done. It's not for play testing or anything, it's just a change of scenery, focusing on work.
When: 9:30am-5pm
Where: Games Lab
Do not come if you are there to socialise, we will chat but you need to be working as well.
Reminder: Monday Deadline
-Extra objects for unreal levels done
-Refined weapon meshes and textured
If you are behind on this I suggest you catch up, we are all busy but the further you fall behind the harder you will have to cram later on.
Sunday, September 26, 2010
Mod File Instructions
- Edit the file paths in each of the shortcut files via right-click > properties.
(REPLACE THE PATH THAT IS BETWEEN THE "" MARKS. LEAVE THE INFO THAT IS OUTSIDE THE "" MARKS ALONE! THEY ARE IMPORTANT! >.<
My file path is through steam as you can see. Change that path so that it leads to your ut3.exe file on your computer.
- If you need to add stages to the mix. Place them in Unpublished > CustomStages and rename the files so that it has "TTDM-" before the stage name so that my gametype can recognise them.
- When you are finished with file placement. Execute the Build shortcut so that it compiles everything. (If there are errors let me know and i will reupload.)
- Close the build window and click the Run shortcut. This will bypass your original settings so that the mod can be read.
- Make your way to Instant Match
- You will then find "Just Another Day At The Office" at the bottom of the list of game modes.
- Choose your level and change the settings if you wish.
Friday, September 24, 2010
"Completed" Level amendments
Changes were:
> Toilet stall dimensions (width, depth)
FIXED
> Toilet entrance visibility
FIXED: Small entrance added, doors moved apart slightly
> Protruding Geometry in Conference rooms on 1B
FIXED: Removed
> Changes to Walkway (being parallel, obscuring Plant wall)
FIXED: Walkway nearest elevator now meets up parallel with others, Walkway infront of Plant wall removed.
> Cubicle dimensions (height, depth)
FIXED
> Elevator shaft dimensions
FIXED
> Door sizes
FIXED: All doors but those leading to the Toilet and Elevators made smaller
Link : http://www.filefront.com/17315585/DM-Completed.ut3
Tuesday, September 21, 2010
Monday Meeting/Work Session
When: 9:30am-5pm
Where: Games Lab
You don't have to come, but it would be beneficial for both you and the rest of the group if you did for communications sake. Major changes or thoughts will be posted on the blog throughout the day. And hey, hopefully all really important things will be dealt with before 5pm and we can all go home early.
Construction Unreal Level: Revised
-Less barrells
-Scaffolding needs to be done (1B-2, not 1A-1B, ramps)
-Stairs (1A-1B only)
-Textures customised and changed (obviously)
-Remove jump pad
-Shaft jumps between 1A-1B (need to be less awkward but not too easy)
-Chainlink fences (need to be pushed back to form a boundary rather than replace glass)
-Crane (needs to be placed at the front of the building near the emergency stairs with the platform moving from the closest building entrance vertically)
-Less repetition with objects (But don't get bogged down with making too many objects though, gameplay is more important)
-Preset Crates (can't be used because they are more suited to the post apocalyptic level and look our of place)
-Walkway pillars (need to be more uniform, grid pattern?)
-Walls (concrete slabs, no half built or deconsructed like bricks, only the main ones should be put in right now, not every single one)
Things that could be added:
-Jumping between 1A-1B (between 1A and 1B walkway, possibly a stack of crates, one jump intervals not double jumps)
-More objects in level 2
-Possibly baby plants, sacks of dirt or mulch
-Sandbags (more evidence of war)
Construction UT3
http://www.filefront.com/17307773/DM-Construction_textured_pop.ut3
Monday, September 20, 2010
Play Testing Take Two
"Completed" for PLAYTESTING
The link includes Textures and Static Meshes if they refuse to load
Hoping we can do this through Hamachi!
By the way, Alex here are our Skype usernames:
Belinda - belinda.plunkett1
Me - nick.merrett1
Amy - jeggernaut5000
...and I haven't added Joe yet, sorry! Belinda/Amy can comment his user at a later stage
Sunday, September 19, 2010
Reminder: Monday Deadline
Expected tomorrow:
-All basic weapon meshes
-Unreal maps refined to a near-glitchless level and ready for game testing (This includes basic floor wall roof textures to hinder any confusion during testing and proper level-alterations)
-Gametype scripting (Hopefully)
-Have the basic weapons useable in the mod (will be sorted out on the day)
Saturday, September 18, 2010
Files for Belinderp
(without most of the elevator stuff)
Thursday, September 16, 2010
Wednesday, September 15, 2010
Useful Link: How to make Movers in Unreal Editor
UTFORGE.com: Making Movers
Tuesday, September 14, 2010
Monday, September 13, 2010
Some stuff from today..

Just to keep you guys up-to-date with what I'm doing, I made a few basic models for decor items that can be used my "Completed" map. I hope I don't re-do what you've already done by doing these, Amy, but it was a refreshing change from the UT3 Editor and I'm glad for the practice w/ Maya.
These aren't the only ones I plan to do and they're obviously without textures/maps for the time being, but progress is progress, I guess.
Models Made - so far:
- Water cooler
- Mac (Desktop)
- Keyboard
- Mouse
- Macbook (closed)
- Macbook (opened)
- Office Phone
- Lights
- and Mugs, Planter Pots, and different arrangements of paper/documents
- Chairs
- Tables
- Architectural Tools (Stationary, drawing boards, etc.)
- Toilets
- Wall Hangings
- Elevator components (Buttons, etc.)
- Doors?
- Stair rails
- other desk/kitchen junk
I am also going to be continuing to tweak my level constantly/daily, as I know many of these items aren't a MAJOR priority, however - again - it is a welcome change from UT3.
Here's a LINK to a zipped folder containing the Maya files, uploaded through FileFront, if you're curious.
Oh while on the topic, USE FILEFRONT, THERE'S NO LIMIT AND IT'S THE ONLY HOSTING SITE THAT ISN'T BLOCKED BY RMIT, RAPIDSHARE SUCKS, PLEASE DO NOT USE RAPIDSHARE!
And please make sure that Skype (having a Mic is SO much easier), UT3 Editor, Photoshop, Maya and all other Game Studio related programs are functional ASAP! We don't need computer/internet issues compounding our worries!
Again, If you have any objections, questions or items to add to the "TO-BE MODELLED" list for the "Completed Stage", put them in the Comment Section.
Sunday, September 12, 2010
Handy Links
Good rigging for bipeds
Maya to UT3 Skeletal Mesh Tutorial
Custom Character Tutorial
Downloadable First Person and Third Person Rigs
Good ones for everyone:
Exporting Static Meshes from Maya
3D Buzz (Photoshop, 3DS Max, Maya and Ut3 Tutorials)
NURBS part 1
NURBS part 2
NURBS part 3
NURBS part 4
NURBS part 5
NURBS to polygons
Friday, September 10, 2010
Milestone 3 Mini-Deadlines
20th of September
Due:
-All basic weapon meshes
-Unreal maps refined to a near-glitchless level and ready for game testing (This includes basic floor wall roof textures to hinder any confusion during testing and proper level-alterations)
-Gametype scripting (Hopefully)
-Have the basic weapons useable in the mod (Maybe do that as a group on the day..?)
Notes:
Anyone doing the unreal levels who finishes early should also probably start considering making some meshes that they will need to refine their level. If Joe hasn't gotten the gametype scripting up and running by then we will have to start testing the closest thing we can to our game type, probably just everyone uses the melee weapons except for one without automatic switching. For most of the week after this submission we will be doing a lot of playing of the actual game, so make sure your copy is set up and ready to go. This also means you may need to make sure you're free some nights for the testing, it might be a little demanding :/
27th of September
Due:
-Final alterations to the basic level skeletons (after play tests and trial and error)
-Basic character models
-Weapon and character rigging maybe?
4th of October
Due:
-Extra objects for unreal levels done
-Refined weapon meshes and textured
Notes:
By done I mean textured as well for the objects.
11th of October
Due:
-Levels refined and completely finished
-Refined character meshes and textured
Notes:
I think it would probably be best to get everything seemingly done by Monday because
then we have until Thursday to sew everything together and combat glitches. I think with our
NWN2 one we focused on getting the components done and forgot about the time it takes to
connect them all.
This isn't really telling you you must get this all done or I will hate you, but we have very little time and the more you stay on par with this the less you will probably have to rush at the end. It's really more of a guide.
I didn't put in much of your timeline Joe because well I'm not really sure everything you have to do.. I think we may need to discuss on Monday about editing powerups, interactives and weapon scripting, as something like editing powerups I may be able to help out with, maybe investigate myself and do for you if you're tied down with the game type.
Umm... Amy you have a LOT to do so just let me know if you need help, me or Nick could probably help you :) because I think you have the most to do.
So.. Yeah, any questions or changes needed comment below, and I will grey out the tasks as they're done to help keep track of progress. I won't grey it out until it has been posted on the blog, preferably hosted on FileFront.
Thursday, September 9, 2010
Technical Design Document
What's going on the disc
Construction -By Nick
Completed - By Nick
Ruined - By Belinda
Documents
Technical Document -By Joe
-doc file
-PDF file
Design Document & Art Guide - By Belinda, Amy and Nick
-doc file
-PDF file
Contribution List
Meshes
Glue Gun - By Amy
Chalk Gun - By Belinda
T-Square -By Amy
Fountain Pen
Wrench
Blow Torch - By Amy
SketchUps
Construction
-Level 1A
-Level 1B
-Level 2
Completed
-Level 1A
-Level 1B
-Level 2
Ruined
-Level 1A
-Level 1B
-Level 2
Textures
Psuedo Code
Getting the right code properly inputted and getting it to work has been a bit of a hassle for me to be honest. I've done as much as the what the tutorials in the labs have detailed but filling the files up with workable code to play through is something i'll need some extra help with as research has been nothing but daunting and exhausting. So far, the most i can demonstrate with the tutors is this pseudo code showing basically everything i'll need to implement in the script. I understand i'll need to get this done as soon as possible but ill try to be a little more active in the process. :)
Filefront for Nick
Filefront files for Nick:
http://www.filefront.com/17276430/Level 1 (Construction).skp
http://www.filefront.com/17276442/Level 1B (Construction).skp
http://www.filefront.com/17276443/Level 2 (Construction).skp
Submission (Construction)
Ok, I’ve tried editing the UT3 skeleton, but the stupid toolset has not a construction brush and crashes whenever I try to do anything. It’s okay though, I threw a stapler at the wall and it smashed.
I’ve reinstalled it 4 times and it works for a little while before crashing again.
However, I’ve done the Sketch-up levels they are here:
http://rapidshare.com/files/418054027/Level_1__Construction_.skp
http://rapidshare.com/files/418054028/Level_1B__Construction_.skp
http://rapidshare.com/files/418054029/Level_2__Construction_.skp
Took forever to upload, started at 10:50 and only just got them all up >:( Stupid slow internet! 4Kb a second!!!
Nick wanted this.
http://rapidshare.com/files/418053430/FINALDESIGNDOCUMENT.doc
T-Square Basic Mesh
..yeah.
Must. Resist. Urge to perfect...
"Completed" Level UT3 Prototype - version 1.0
* Added basic textures (Floor, Walls, Glass)
* Added other features to coincide with the SketchUp Model
* Added general cubicle layout
V
V
V
http://www.filefront.com/17276253/DM-CompletedPROTO.ut3
Wednesday, September 8, 2010
UT3 Skeleton
If you see any small errors, such as slightly raised thresholds just correct them and comment/tell me so I can adjust them also. Oh, and when you're applying the textures you may have to tile them to an equal size, due to the stretching.
...and fuck this tool set to hell
Character Finalization
Just confirm if there's some things you would like/don't like; ie the Builder's helmet with mesh or without, or if some things are too exaggerated/not enough.
Otherwise, if it's all good I can finalize the sheets properly when the characters are more relevant if you feel it's necessary.
Architect:


Tuesday, September 7, 2010
What We Need For Thursday
Belinda
Nick
Amy
Alex
Joe
Done
Needs Discussion
Mod structure in place
Sketchup Levels (Construction, Completed, Ruined)
Mod levels (Construction, Completed, Ruined)
New Textures for the Level Geometry
Static Meshes (Blow Torch, Glue Gun, Chalk Gun, Fountain Pen, Wrench, T-Square)
Concept Art (Final Character Designs)
Concept Art (Missing Blinding Weapons)
Interactive elements (doors, ladders, switches, etc.)
HUD scripting
New Game Type (extending DeathMatch or modifying OSMT-Adventure)
Technical Document
It needs to all be uploaded to the blog with names corresponding to the above headings, again not later than THURSDAY NIGHT at let's say, MIDNIGHT. If you have already uploaded a version, upload it again if even the smallest details have been added.
More importantly Joe please contact us if any of this has suddenly caught you by surprise, we also need to talk to you tonight on skype or a similar program about some things (nothing bad, just need some help with something.) Contact me on 0431343388 if you can't find me on msn!
Monday, September 6, 2010
Weapon/Characters/Era Matchups
Completed Building Sketchup
Level 1A
Level 1B
Level 2
Wednesday, September 1, 2010
Maya
Alternatively if anyone else knows how else to get it or how to bypass the Autodesk Licensing screen with a crack, rather than a keygen/serial number - I'm all ears.
Thanks!
Tuesday, August 31, 2010
SketchUp Skeleton UPDATED
Hopefully the walls are lowered enough. Messing around with the dimensions has no doubt, presented a lot of missing faces/edges, but it shouldn't be too annoying to work with (fingers crossed)
Amy's Awesome List
In order of priority...
By second milestone:
-Definite character concepts
-Primary weapons modelled (basic, not detailed, but in-game capable)
-Secondary weapons modelled (basic, not detailed, but in-game capable)
By third milestone:
-Primary weapons animation set
-Secondary weapons animation set
-Character models (basic, not detailed)
-Character animations set
-Primary weapons modelled (detailed)
-Secondary weapons modelled (detailed)
-Characters modelled (detailed)
If you have time:
-Objects (which ones decided when the time comes as others might have already been constructed)
6th of September (Monday) Meeting Details
-Have the completed level skeleton completed so we can start on the other two skeletons (As in UT3 Mod skeleton, as the destroyed and construction then have to be done by the Thursday after for hand-in)
-Skype session at night to change the design doc and powerpoint for Milestone 2
Keep in mind that while the deadlines seem harsh it is important to get this done a week ahead of our presentation to avoid stress, as the friday after this meeting is also the hand-in for the milestone.
-Cheers!~
Level Colour Schemes
Construction - Sepia tones.
Completed - Cool neutral colours; metallic, frosted blue glass and general light blue tones on points of interest.
Destroyed - Grungy tones with a hint of green.
Decided Object Design
-Nick's computers (mac, but changing the logo to some other form of fruit)
-Nick's weapons
-Nick's water cooler
-Nick's executive chairs (but used as chairs for all cubicle desks and board meeting desks)
-Belinda's meeting room table
-Belinda's waiting room chairs
-Belinda's lobby front desk
-Belinda's cubicle desks with instead a glass top
Amy will instead be submitting definite character concepts by tomorrow as opposed to object concepts.
-Cheers!~
Friday, August 27, 2010
Monday Deadline
Sunday, August 22, 2010
May be absent on Monday
There's a chance i might be late/absent during the GS lab tomorrow morning. (Sleep is the factor tbh) It's no biggie with the lessons, i can continue the programming stuff outside class with the notes. But yeah if you need me for anything, post back and i can meet sometime later in the day.
Cheers,
:)
Saturday, August 21, 2010
Base Skeleton
Oh and the exterior is left off, because we're still kind of undecided and it makes it a bitch to see the floors when it's elevated up.
Again any problems, Comment section, derp, derp, blah...
LINK
V
V
V
http://www.filefront.com/17221322/SkeletonGS.skp
Thursday, August 19, 2010
Floorplans



2. Construction - 1st stage
3. Completed - 2nd stage
Here are the floor plans we decided upon on Monday, they may differ from the sketches due to how rough the sketches were...sorry! But if there are any major differences/changes to make, just post them in the comments.
Also sorry for the delay!
Monday, August 16, 2010
Mini-Deadlines
25th of August (Wednesday):
-Sketch up prototype of allocated level completed, we will need to alter these afterwards if something doesn't work so it's best to do it quickly, and it gives enough time to do everything that's due this week :)
30th of August (Monday):
-Have pretty much every item decided upon - we will probably have a skype thing this week to discuss the key objects that need to be sketched out, then post the items in a list so we can focus on the more prominant objects. (Aiming for 10 thought-out sketches per person..?)
-Weapons and Characters 'Fleshed out'
1st of September (Wednesday):
- Sketchup of other levels completed
6th of September (Monday):
-Have the completed level skeleton completed so we can start on the other two skeletons for Friday submission
-Skype session at night to change the design doc and powerpoint :)
13th of September (Monday):
-Presentation
-Start testing of levels (all level and weapon skeletons completed)
If I've missed anything let me know.. >.>
Saturday, August 14, 2010
UT3 Game File Requests?
Friday, August 13, 2010
Modeling Practice!
Here's the link to the first one, the "cubical" concept I was drawing in the last GS Lecture:
>>>LINK<<<
I'll make a few more of these and post the links in the Comment Section at a later date, try them out.
Tuesday, August 10, 2010
Monday meeting agenda outline
-Breakup of tasks within the group (e.g. Buildings, objects, weapons, characters, textures)
-Layout of buildings, exact specifics, with sketches and mock ups drawn up *during* the meeting so they are absolute (this will help people model their objects specifically, knowing they already have the consent of the group, which will reduce hesitation)
-Items/placeables
-Appearance (from all angles)
-Textures needed
-Assignment of additional sketches needed to be done ASAP for immediate modelling
-Character concepts
-Appearance (With sketches decided upon during the meeting, again so it is absolute)
-Textures needed
-Mini-deadlines
-What we need done by the prototype, with mini-deadlines week by week (possibly 'handed in' on the Mondays for discussion
The mini-deadlines may seem Nazi, but the more we compartmentalise tasks the more sure we will be that we have covered everything for the milestone and overall game.
Details of the meeting:
When: 16th August (next Monday), 1:30 (after lecture)
Where: Games Lounge
Bring: Weapon, object and character sketches done during the week (not so much objects).
Who: Basically the entire design team, Joe you're welcome to come along but you don't have to :D (which means you could skip the lecture)
*This will probably be a longish meeting, but if we stay on track and tackle most things, it will make everything easier for the long haul. So try not to need to be anywhere after Uni that day.
Anyway, let me know what else we should add to the list :)
-Belinda
Monday, August 9, 2010
A Quick Idea - The Models
So I've started drawing simple shapes over some of the concept sketches of the characters just to get an idea of how we might begin to create them.
I've found that doing separate ones for both the body and the close up head work well as most of the character is in the face and there's nothing worse than a flat poly face with textures doing all the work, looks nasty.
Thoughts? I've found it really helpful in envisioning the way we might try to tackle the task.
Sunday, August 8, 2010
Presentation Typed
http://rapidshare.com/files/411712834/Just_Another_Day_At_The_Office__Presentation_.pot
Saturday, August 7, 2010
Powerpoint Presentation
Friday, August 6, 2010
Just checking...
Thursday, August 5, 2010
Durr Hurr
I am a little bit special.
Therefore, any other art is going to have to come from you guys before 12:30 (time given for me to flail around with the uploading system) or shall be submitted as is.
Cheers, enjoy your day off.
Wankers.
Artificial Intelligence
NPC's in the game may include bystanding workers (construction workers, office workers, cleaners, etc.) that would react to the hostile environment around them by seeking safety (and perhaps even try to defend themselves, thus becoming nuisances to nearby players).
The Bots, if there aren't enough designated human players, may fill in and perform like a normal UT3 bot, except an extension of code would be added to the bot AI so that they can understand the rules and weapons of the game and act accordingly.
Limitations
The time required by the group to decide upon ideas and themes was unexpectedly excessive. Obviously in a group everyone wants to get their ideas across but unfortunately not all can. In our group there was a lot of ‘flip flopping’ between ideas that delayed us from reaching a concrete idea earlier in the design process.
After we came to realize our vision we were quickly reminded of the limited time that we had available to us. This would mean that we would be unable to implement our favorite and most innovative ideas which would require an unrealistic amount of commitment.
With very little 3-D modeling experience between those in our group we were not confident in our ability to learn software tools in the short space of time available.
Limitations in Tools and Skills
It was difficult for each member of the group to acquire a copy of Unreal Tournament 3 or distribute it amongst other members due to downloading times and technical issues. Learning a new toolset format was difficult in comparison with what we have used earlier. For instance, in Neverwinter Nights 2 all models or characters and objects were already made and ready to be placed in the game environment. However, in Unreal Tournament 3 there are considerably less available models and most have to be made from scratch.
Wednesday, August 4, 2010
Game Progression
This map will consist of 3-4 storeys in the building. The layout is focused on wide open building storeys where the basic load baring walls have been mostly fleshed out, the windows have not been put in, and scaffolding still remains in certain areas between levels. We will also place some cranes lifting cargo from the bottom level to the top level. The top level won't have all of it's walls in place, so more experienced players can easily jump to the floor from the cargo.
The scaffolding on the outside of the building will provide a save more stealthy option between floors 2 and 3 of the building, whereas the incomplete emergency stairs will provide access between the ground floor lobby and floor 1. These two options of floor transport will be placed at opposite ends of the 'exposed' open floor plans and require the player to move rather than just camp. In addition to these two routes the crane will be a makeshift shortcut from the bottom directly to the top, but highly exposed to all floors inbetween.
Map 2 - Completed
The outline of this map will be more sleek and 'contemporary'. It will be filled with mini mazes (yet amazingly organised) office cubicles. The ground floor will be a more open lobby area, with a desk centered neatly towards the front entrance. Surrounding the complex there will be a neat uniform garden. The building will also be fitted with finished emergency stairs on one side and an elevator on the opposite.
The office cubicle walls will provide cover to crouching players, but be short enough to allow players to see over it when they're standing upright. The ground floor lobby will be a more open conflict area where players will most likely 'bump' into each other in a more crowded multiplayer situation. Emergency stairs will then have a similar purpose as last time providng a stealthy but lengthy means to progress from floor to floor. The elevator will automatically shift from floor to floor stopping every floor up and down. It is the player's strategic advantage to keep track of when it is going up and down, and it will be a faster means between floors, but 'ding' on every level to announce it arrival, which will draw attention.
Map 3 - Dilapadated
After years of struggle the once sleek and new building in map 2 will be crumbling under it's age. This will immobilise the elevator, create breaks in the stairs and produce holes in floors. The garden will be overgrown and slowly climbing the building, possibly the only thing still holding it together.
The elevator shaft will create a one-way shortcut from top to the first floor, with a slight health penalty upon impact. Originally, the broken elevator will restat the bottom of the shaft on the lobby floor. If time constraints allow we will endeavour to change the broken elevator to a 'counterweight' idea where it will be broken at the top, and players need only jump on it for it to drop a level. The doors will be stuck open providing a hiding hole of sorts on certain floors. The broken stairs will provide a means of floor progression both up and down floors for more experienced players who are confident enough to jump between chunks of stairs. Holes between floors will not be placed directly under each other, but be randomly scattered. Some floors will also have fallen planks which can act as walkways to go up to the next floor. This will enable a more stable way for more inexperienced players. Piles of rubble and left behind furniture will add as cover as well as creeping foliage.
Game Mechanics
The gun-wielding character is free to hunt down and kill these melee players for points. The objective of the melee players is to use strategy and knowledge of the map to get close enough to the gunner to kill them. The melee players aren't desiginated as a clearcut official 'team' but may see fit to work together to take down the gunner.
However, whichever melee player delivers the final blow to the gunner then respawns as the gunner, and the deceased gunner is then respawned as a melee player. This creates a situation where the player must choose to attack alone with small odds of winning, but a garunteed gunner position if successful or use a team strategy and sacrifice their chances of getting the gunner position just to hinder the current gunner's point progression.
This will also aid in balancing the game as the more points the gunner gets the more likely the melee players are to team up. Melee players do not get points for killing each other. The player will recieve a bonus point for killing the current gunner, and an additional point for every kill they get as gunner thereafter.
Art Style
It's still very vague, the more concept art we can pump out the sooner we can look through it all and pick one so we need diversity!
:D Have fun drawing!
What we need for the Design Doc submission
Here's what we need (Most of this is on the "Guidelines.pdf" under "Lecture 1" on the Blackboard)
EVERYONE
DONE
AMY
BELINDA
JOE
NICK
ALEX
Design Document
- Table of Contents - Self-explanatory
- Introduction/Overview - The overview describes the purpose of the document at hand
and tries to depict the game design in a concise fashion. No more than a single page should convey the feeling of the game (and of the document) - Game Mechanics - We describe the gameplay style, the type (1st/3rd person? Deathmatch? etc.), the interaction between players/the world/NPCs, the controls
- Artificial Intelligence - [Joe I was hoping you could cover this if you don't mind! Not sure if we really have any though] What kind of AIs we need in our game? Are there different AIs (NPCs)? What actions are allowed for every AI? Are there special features in some specific AIs?
- Game Elements - Where we describe all elements relevant to our game. Weapons/power ups, Objects/doors/switches/jumps as well as any NPC actions or skills
- Game Progression - Describes what happens to the player in our
game. Better explained on a per-level basis. What are the challenges offered to players? What are the main events? - References - Any relevant materiel/resources
- Table of Contents - Again...self-explanatory
- Introduction/Overview - Introduce document as well as art style, etc.
- Art Style - What kind of art style are you going to use? (Cartoon, Photo realistic, Based on some specific movie/comic/fiction) What are your artistic references? Sketches, renderings and/or storyboards should be included.
- Storyboards - Mock-up sketches to show the intended style/gameplay of the game
- Technical Guidelines - Technical limitations (time, polygon budget, tools, etc.)
- References - Again any relevant materials
We need to know also that everyone agrees on the idea and it would be awesome if anyone wants to help me out (possibly writing up some of the sections in an articulate way, or finding references, whatever!).
Tuesday, August 3, 2010
Theme
1. Construction : Moving girders/platforms, scaffolding on the outside of the building for covert level changes, half completed buildings with 'exposed' regions to the moving platforms, ground/gritty bottom level with very little cover.
Characters: Builders (uniform compromised with ww1 style armour with a futuristic twist)
2. Completed : Sleek, modern design with various mazes of office cubicles high enough to cover you in a crouch but also allow you to pop your head over the top, elevators moving up and down, garden on ground level to hide in (possibly parking lot).
Characters: Architects (suits, with possibly briefcases, wielding something like a T-square)
3. Dilapidated : Worn, holes in floor, trap floors that fall, empty elevator shifts which allow fast moving between levels but may incur health penalties, breaks in cubicle walls.
Characters: Standard UT3 characters (already possess post-apocalyptic feel)
Have a read over it and I can edit this post (I think) as we change it.
Monday, August 2, 2010
My Style Concept

Sunday, August 1, 2010
Brainstorming pt.2
- The gameplay style is time-based, and will have a strong emphasis on the "door" system (a means of gaining access to different pathways, vantage points and areas)
- The game will involve shifting obstacles/platforms
- Will most likely be set in indoor locations (Hotel, Hospital, Office building, University, Shopping center, etc.) but one level must have an outdoor area/greenhouse due to the brief
- The combat is to be strategical, as the only weapon that can inflict physically harm is the wrench/melee weapon and the player must utilize a variety of maintenance based"weapons" to overcome the enemy (some of these weapons may blind/hinder speed or footing, etc.)
- There could be a variety of characters such as Janitors, Mechanics, Gardeners, Maids, etc.
- The game's "style" is to be similar to that of Team Fortress 2. Using bright color and simplified shapes/textures.
Monday, July 26, 2010
Brainstorming!
As usual, everyone is entitled to their own ideas and you should post them regardless of how obscure or how repeated the idea may be.
Use the "Comment" section below.
Monday, July 19, 2010
[First Post] Summarizing our Assignment
Expected features:
- New Levels (At least 3) – BSP Geometry, Textures, Static Meshes, Terrain
- At least one "Mutator" and/or Weapon and/or Pawn
- Bot placement on each level
- Interactive elements on each level
Due dates:
Step#1: Initial Design
Present in Week 4, Submit by Friday Week 3 (6th of August)
Step#2: Prototype
Present in Week 8, Submit by Friday Week 7 (10th of September)
Step#3: Final Mod
Present in Week 13, Submit by Friday Week 12 (15th of October)
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Required Documents:
- Design Document (Gameplay Mechanics / Level Design)
- Technical Design Document (Code Design & Description)
- Art Guide (Art Style and Technical Constraints)