It's been a few weeks since a blog update to the state of the level, but however we have all been completing our set tasks for each week, as is laid out below.
This is a general group edit
This is a section towards the end of the level jack put together this morning, with an edit from me, Alex. This shall be fleshed out this week.


This area also includes the workshop that was seen and described when we pitched the game. We have had to pull back our initial vision and instead of being able to enter and pass through the workshop you instead just see it from the outside, as a landmark and will also serve as a memory trigger for the protagonist and maybe also a means of transitioning to the next area that we will be working on in our 3rd year.
Below are some sketches Jack created for the workshop with input from Dani and me, Alex - and the model created by Dani, which shall be textured by Jack this week.
Dani also created an interior for the mosque building as Alex had an idea to use this interior room as the place where the daughter killed her family member before leaving the message for her father, hints of a fight will be shown here
We are still working on the lighting and Jack is still texturing the fireplace and walls, Dani created the fire for the fireplace.
Entrance side door to the mosque
For this room i did a very rough concept for dani to model various objects from, which Jack has then textured - this area still needs to be fleshed out in more detail using other props from around the level.

Drawing from jack and I's artwork we put together some mock graffiti, some work better than others. This may not be perminant as it is only an easter egg to have fun with and may not work as well as expected.


The lighting is not build here, so these decals do not blend in as well yet

Alex organized the Kismet that manages the audio triggers, ambient sound at the top, male voice clips right, music clips middle, and female clips in game so far.

This kismet sequence manages how all of the female clips will function. Once inside hit box player can press 'e'. Upon pressing 'e' mesh audio device mesh will become hidden and voice message will play.
Dani made it obvious that you had to hit E by creating a little message

Jack has also been working on making sure every static mesh in the scene has a unique lighting channel for the lightmaps, that they all cast shadows correctly and also that the resolution are the right size for each object - this helps to manage the build time and also the overall quality of the final result.
Dani has successfully designed, created and programmed a functioning main menu for the game (using flash and kismet) that is the first thing to load. When you press play the initial custcene (from our pitch) plays and then the player can start playing the game. This should hopefully fix out exporting issues which we shall test soon.
The graphics aren't final and will likely change.
[Edit by Jack] Here are some more textures that i have done during last week, in UDK, models by Dani:
-Dani ~Although it doesn't look like we talk much, we speak alot on facebook and in person and this is how most of our ideas come across.
-Alex
Took the Heat ripples material Dani made earlier, applied it to a plane, then attached the plane to the players camera at a set distance. The screens below demonstrate, however the effect is supposed to be subtle so is hard to represent through screen shots.
This is the second daughter voice recording to be found
At the moment there are 3 audio devices hooked up to disapear and play on button press.

Another demonstration of the subtle heat ripples at the far market stalls
Collisions where added to most core meshes today, so now it is possible to climb desired vantage points.
It is also possible to reach undesired vantage points, so either we need to lock them off or cover more bases in terms of holes in the map that the player can see. There is not many holes like this so that should be fairly quick and easy.
Jack ran into some issues reimporting the textured interior, but once this is sorted that area can be almost locked off too.
[Jack Edit] I've managed to fix the interior - it was a complete pain but it's working with the rest of Alex's file now. It's mostly finished apart from the fireplace. The fire is missing from the screenshot and the ceiling hangings look odd without lighting, once i have built the lighting the scene should look much better.
I (Alex), have added the opening voice clip to the intro cinematic, so that is ready to hook up. Also i have begun to have another look at the ambient sounds. this should be done next week.
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