2013년 9월 30일 월요일

Mini Cooper

Mini Cooper WIP


DFA Primer Machina project.
This project is very closely related to industrial designing. 
This mini cooper is tweaked and modified to fit in the Metro Last Light environment.
Metro Last Light takes place in Russian metro system. People survive underground because the outside is too radioactive and mutant creatures roam the streets killing any living creatures. 
The car is modified to be able to be driven in a rail system.

2013년 9월 23일 월요일

2013년 9월 16일 월요일

Design Lab DFA

Design Lab
DFA class



7 character designs

2 derived from random silhouettes
2 derived from random lines
1 was force fit (Snow fox + Airbus + conscientious)
1 derived from classmate's silhouette

2013년 9월 12일 목요일

The Toy -obstacle-

The Toy -obstacle-


This is the layout of my map. 
Each parts are labeled and briefly described. 
The goal of the map is to escape.



Part 1

* The intended tone: Serious, Horror
* You are a treasure hunter
* You were locked/ trapped in a dungeon while searching for the treasure. In order to escape, you need to solve the problem ancient civilization has created
* You’ll have to solve the problem or you’ll starve to death
* The conflict is that there are traps that will release you from the torturous pain in a short moment. A trap that will kill you
* The twist is that the you will be attracted to the traps like moth to a flame. You’ll eventually kill yourself involuntarily




* The dungeon is located deep underground in an unmarked island 15 miles away from edge of Argentina
* It is mid winter
* It is afternoon nearing dusk. However, you are so deep underground that sunlight never enters the room.
* The architecture is very hard to understand. Most of the details are lost due to years of inactivity and natural corrosion. As a result, it feels like large cave with some structure
* Ancient human race used to occupy the space for their religious rituals
* The environment was quiet and untouched for 2 millenniums. But as the player enters the environment, the environment feels the new life form. Although everything is the same, the hidden traps now have another chance to perform the task it was created for.
* The player, a treasure hunter, read about a myth in a book. This particular space was mentioned in the novel. Out of curiosity, he came to steal the golden sphere that will, as myth states, bring infinite power. However, during the search, he was tripped by a trap and fell into this dungeon. He was knocked out for several hours. When he woke up, he was in this closed off space.
* The player makes a torch light with his lighter and clothes. As he wanders in the unknown place, he finds that there are torches on the walls that still seems functional. He’ll just need to light it once again just by touching it with his flame.


Wheel

Wheel

Before and After project done in 3D class


 
This is the wheel in the clean state.

This is the wheel in dirty state. The material is being created. As a result, what is being presented is work in progress.

The dirt can be painted onto the mesh directly via vertex painting.
There are total of 2 channels for the rubber part of the wheel which  controls the dry mud and wet mud. However, on the wheel, there are three channels which controls dry dirt, wet dirt, and scratches.

Tri count: 1750


2013년 9월 9일 월요일

The Toy

The Toy

-concept statement + brief setting-
All alone in a dark,very dark dungeon in search of a long lost golden spheres that were thought to be nothing more than urban legend. You are so close to obtain the golden sphere. You can almost hear the shimmering gold calling your name. But in order to get to it, obstacles stand before you. You must successfully make your way around the obstacles that will test your knowledge and patience. In the end, the golden reward will be worth it.


-brief back story-
You, a treasure hunter, are on a journey to find the golden spheres that were only thought to be a myth. These golden sphere are told to bring life to death and bring death to the living as the owner desires. After a long journey, you fell into a trap and became unconscious for couple of minutes. You open your eyes, and you are in a unknown dark gloomy room. It is your job to get your self out safely.
 
-obstacle idea (rough)-
The obstacles I can make for the puzzle could be...
  • When you are trying to interact with the trigger, there could be enemies that shoot at you
  • When if the trigger is set to a wrong position, it could possibly spawn things that will negatively affect the player
  • The player has to go to different parts of the map to successfully finish all the puzzle

The obstacles I can make for the laser could be...
  • The lasers are not static. As a result, they can move around and damaging everything that touches it
  • The lasers have different affects. Different color lasers could affect the player positively or negatively
 
The obstacles for the fog could be...
  • Different color fogs can damage the player or heal the character.
  • The player will be damaged if the player doesn't hold the device that will drive the fog away

-sketches of map layout-
I was brainstorming what would be a interesting yet difficult map layout for the mechanics that I have come up with. For all the maps, I wanted to incorporate deadly laser, puzzle system, and the foggy room.

-map [video]-
****the laser particle cannot be fixed in the video. In actual gameplay, it is stable. However, recording made the particle system unstable and made it pass through static objects****


2013년 9월 6일 금요일

Mechanic Room -refined-

Mechanic Room -refined-
 
The first problem that I encountered was that the puzzle system was not behaving correctly. It was supposedly programmed so that when the numbers are set to 425, the laser wall become divided.
However, it was opening the laser wall even when the numbers were wrong. I realized that the reason why it did that was because the Bool system was wrong. I've set two of the numbers to False, while I accidentally set one to True. As a result, it was behaving not as intended.
 
The first part of the room is a puzzle. I've got several advises on making the math easier. Because finding pattern is easier than regular math equation, I've made a little problem where the player has to find the pattern in the numbers. The player can interact with the number panel by pressing E.
 


When the number puzzle is successfully solved, the laser wall which will kill you divides in half by a barrier. Here, I wanted to show off the laser particle and how it will bounce off of the walls in the right angle.

 
As the wall is divided and the player can leave, there's another puzzle the player has to solve.
There will be two different rooms which are filled with smoke and not lit. Without a light source, the player will not be able to navigate in there. WILL NOT be able to navigate!

 
At first, the players were automatically attached with the light source as the player was entering the room. However, that gave the player no adversities.
 
 As a result, I've made picking up a light source optional. If a person can find the gold in the smoke without the light, bravo!
 
Since in the room, there are no light, nothing is visible. However, with light the player will notice that each room is colored.

The first room is red

The second room is yellow.
The player has to find the gold in one of the rooms to complete the map.


2013년 9월 3일 화요일

Mechanic #3 Smokey Room

Mechanic #3: Smokey Room
 
There is a room with very dense fog. Normally the player won't be able to navigate inside the room without being completely lost.
However, with the help of the geometric shape mesh you see on the left of the top image, the player can navigate the foggy room. That mesh will "push" the fog away from itself thus guiding the player.

The smoke is created solely inside Cascade, Unreal Particle System. The particle was created so that it will gradually become opaque and slow fade away. It doesn't have a definite direction of velocity, but it uniformly disperse outward from its spawn point.
The particle system is changed into a PhysX Sprite. In the Content Browser, one needs to create another system in order to tweak the system even more. The PhysX particle will allow the sprite data to become interactive with the forces that are put in the world.
As you can see on the image above, there's a trigger, force actor, and the mesh. When the player touches the trigger, it attaches the force and the mesh to the player. As a result, the player gets an illusion that the mesh is moving the fog instead of the force actor. The actor's strength may be tweaked to push the fog further or shorter. And the falloff can be adjusted as well.
 
 



2013년 9월 2일 월요일

Mechanic #1: skyrim-esque puzzle system

Mechanic #1: skyrim-esque puzzle system


The 3 mechanics that were incorporated in this mini map were:
1. skyrim style puzzle
2. laser that kills you when in contact
3. A "lantern" that brightens the area and pushes away fog



The puzzles works as follows:
There is a laser wall that will kill the player when the player touches it.
 In order to disable the laser, the player has to arrange the sphere in a way that all the spheres are lit and are floating. That is the only way the laser will be disabled.

This mechanic was able to be achieved in Kismet. The sphere have triggers attached to them. When the player uses the trigger, the kismet will use switch node to count when the sphere should be lifted. All the three sphere have the same nodes attached to them. 
How the system knows when all three spheres are lifted is depended on Bool system.
The bool is a "yes" and "no" system, so when the player successfully reaches the swtich link that is connected to the bool, it will turn numberic value of 0 to 1. In other words, 0, which means no, will become 1 which means yes. 
And when all three bools become yes, it will trigger an event which will disable the lasers. Thus allowing the player to leave the area.