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Thursday, September 23, 2010
Reflection Essay
I wanted to really get the least important done after all the important stuff was done, but it was just not happening. I think I've lost my creativity...my touch. Or something, I don't feel as inspired anymore and it really shows in my level, at least in some parts of it, some other parts I had fun doing like making the puzzles, texturing the pillars in the Crimson room. Some things were fun, others were just a headache. But I keep moving forward seeing if I can push myself to my limits, but I fear the things that are going wrong are just simple fixes that I cant see. I really feel I can do better.
I've gotten lots of great feedback from my peers. Mostly good things that they liked, some of the things that they wanted me to fix I either wasn't too sure how or I just didn't want to because it was a part of how I wanted it to look. For example, the Black Room (first room you start out in) a few said that it was too dark, but that is why its called the Black Room, I wanted the player to start out in a dark space and see if they can find their way out with the small amount of light leading the way. I forgot to put the window light in the room so that may be what it needs. I now know how to apply a window light easy without actual lights.
I fixed the collision problem so hopefully it all works out well. I guess I was having some issues with my Indigo Room boxes, where the collision would be on the bottom of the box but not all the way around. It was kind of annoying but all the headache turned out to be a simple overlooked issue; I was updating the wrong package. It seems I had two different packages in the same place and they both had the same name so when I updated in one it wouldn't show because it wasn't the right one, confusing yes, but its all ok now. Even though I could not get the Indigo Room's puzzles working I was able to (with lots of help from a friend that graduated) re work my puzzle so that it was simple and made sense. He even told me how to attach it to my camera so once I was done with the puzzle it would cut to the camera animation.
I've learned a lot in this class, and I now know the limitations of what I can do in Unreal. I know I started out thinking really big and to me that was thinking small, but after hearing everyone say that it would be almost impossible to do everything that I wanted in the time that I have I tried really hard to cut it down to the bare minimum. Good thing too because I think I would have killed myself trying to do four puzzles as complicated as they were. Even though my room and level are considered “complete” there is still things I would like to add. For instance I worked so hard trying to get the puzzles working that I didn't have time to input the story into the level the way I wanted. Even though I didn't have much of a story to begin with. For some reason I couldn't focus on the story in this class even though it was extremely important.
The way all the rooms are textured (save the Crimson Room) bothers me still but I can't put more into this then I already have right now. It will have to wait til another time when I have the time to dedicate to even more things and fun possibilities.
Sunday, September 19, 2010
Journal 8
Mesh List: Complete
Orb of Reflection | ||||||||
Tiffany Minsal | Finished | Finished | Finished | Finished | Finished | Finished | ||
Original Mesh Placeholder Name | Mesh Name | Modeled | Uv'd | Textured | Imported | Placed | Shaders | |
Necessary for Gameplay: | ||||||||
Platform | Platform | yes | yes | yes | yes | yes | ||
Window | Window | yes | yes | yes | yes | yes | ||
Door | Door | yes | yes | yes | yes | yes | ||
Platform | Box | yes | yes | yes | yes | yes | ||
Critical to Story/ History: | ||||||||
Treasure | Orb | yes | yes | yes | yes | yes | ||
Buttress | N/A | N/A | N/A | N/A | N/A | N/A | ||
Tree | Lava Pillar | yes | yes | yes | yes | yes | ||
Balastrade | Glass Pillar | yes | yes | yes | yes | yes | ||
Decoration: | ||||||||
Plant Pile | Bush | yes | yes | yes | yes | yes | ||
Doorway | Doorway | yes | yes | yes | yes | yes | ||
Arch | Arch | yes | yes | yes | yes | yes | ||
Column | Column | yes | yes | yes | yes | yes | ||
Obelisk | Pot | yes | yes | yes | yes | yes | ||
Beam | Ceiling Torch | yes | yes | yes | yes | yes | ||
Plinth | Flower | yes | yes | yes | yes | yes | ||
Switch | Wall Torch | yes | yes | yes | yes | yes |
Journal 7
Mesh List: WIP 2
Orb of Reflection | |||||
Tiffany Minsal | Finished | Finished | Finished | ||
Original Mesh Placeholder Name | Mesh Name | Modeled | Uv'd | Textured | |
Necessary for Gameplay: | |||||
Platform | Platform | yes | yes | yes | |
Window | Window | yes | yes | yes | |
Door | Door | yes | yes | yes | |
Platform | Box | yes | yes | yes | |
Critical to Story/ History: | |||||
Treasure | Orb | yes | yes | yes | |
Buttress | N/A | N/A | N/A | N/A | |
Tree | Lava Pillar | yes | yes | yes | |
Balastrade | Glass Pillar | yes | yes | yes | |
Decoration: | |||||
Plant Pile | Bush | yes | yes | yes | |
Doorway | Doorway | yes | yes | yes | |
Arch | Arch | yes | yes | yes | |
Column | Column | yes | yes | yes | |
Obelisk | Pot | yes | yes | yes | |
Beam | Ceiling Torch | yes | yes | yes | |
Plinth | Flower | yes | yes | yes | |
Switch | Wall Torch | yes | yes | yes |
Journal 6
Mesh List: WIP 1
Orb of Reflection | ||
Tiffany Minsal | ||
Original Mesh Placeholder Name | Mesh Name | |
Necessary for Gameplay: | ||
Platform | Platform | |
Window | Window | |
Door | Door | |
Platform | Box | |
Critical to Story/ History: | ||
Treasure | Orb | |
Buttress | N/A | |
Tree | Lava Pillar | |
Balastrade | Glass Pillar | |
Decoration: | ||
Plant Pile | Bush | |
Doorway | Doorway | |
Arch | Arch | |
Column | Column | |
Obelisk | Pot | |
Beam | Ceiling Torch | |
Plinth | Flower | |
Switch | Wall Torch |
Journal 5
When attempting my sketch of the Crimson Room, I first set up layers for organization. Then I realized that I could use the clouds filter to get a simple and quick lava effect. Not one that i'll texture but just for the sake of this sketch i'll use it (since I need some practice on lava). I really had some fun making the pillars, I wanted them to have this glowy swirl affect like instead of regular cracks it would be swirly cracks that show the lava through the rocks (I like swirls). Overall I think my “sketch” looks pretty cheesy, I spent more time on it then needed and photoshop still frustrates me, but I think maybe one day we will develop a mutual friendship, for now...it likes to bicker with me every now and again.
Journal 4
Journal 3
Journal 2
Friday, September 17, 2010
Journal 1
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I started off thinking about how to layout the prototype on the graph paper, but that didn't work too well because I kept erasing things over and over. So I stopped that and went to my little sketchbook and started sketching up ways to improve my level. Once I was satisfied I turned to the graph paper and started assembling all four sheets together. There was a small paint tube box beside me and that looked to be the perfect size that I needed. So I placed it where I wanted the small room to be and it seemed like a nice size. I then measured it in UU and it was fine for what I needed. I used that same little box to form the second, third and fourth rooms. I was going to stay with only one room, but I'll give it a shot with two rooms, and if it proves to be too much for me I can always drop the Crimson room. After everything was laid out I made boxes for my Indigo room.
Design Document Worksheet
City from Invisible Cities, by Italo Calvino: Eudoxia
Name of the chapter: Cities and the Sky 1
Page number: 25
Game Space History/ Story:
Your world is being controlled by some unknown force, it wants to completely obliterate the inhabitants of your planet and turn this world into its true dark form. You have been chosen by the oracle to help save this world from turning over. She sent you to this sacred temple that no one can ever find in order to retrieve the key to saving your planet.
Limitations on the Game Space:
The game space will include 4 rooms; the first will be the starting point. The second and third room will have puzzles in each to solve and the last room will contain the prize. The rooms will all be attached together in a straight on path.
Player Goal:
The player's goal is to complete the puzzles giving in each room to reach their destiny in the final chamber that lies ahead. In which they will be told that they will either save their world or help destroy it.
If the player chooses the right path, they will become the “good” guy (by doing this the player must copy the order on the door from the reflection in the mirror) and in the last room there will be an orb that reflects everything around it.
If the player chooses the wrong path, they will become the “bad” guy (if the player only sees the obvious and copies the pattern on the door and not the mirror then they are set to the path of evil) and in the last room there will be an orb that resembles the sun. Which will ultimately be the key to destroying their world.
Player Motivation:
The player knows that they cannot escape the room after the starting room unless figuring out the puzzle first. There is a painting hanging to the left of the door that looks to be like some sort of map, with the goal shown where the player must end up.
Puzzle Mechanics (Full Description):
Starting room:
Player will continue on to the door in front of him/her to proceed to the first puzzle room.
Crimson room:
In order for the player to continue on they must follow the order of the symbols on the exit door by matching the characters on the boxes to the symbols on the carpet. Each box will have all the characters on them. The task might seem easy, but the symbols that are supposed to match up with the carpet are on the bottom of the box not the top. The player is to go to each box and figure out which on has the right character on the bottom by guessing which one is missing from the box (player will have the option to follow the characters on the door or the ones on the reflection if the player can figure out that you can use the symbols on the reflection).
For example: If all the boxes had the following symbols: triangle, circle, heart, star, diamond, oval, on each face and on one of them only the, triangle, circle, diamond, star, and oval are showing that must mean that the heart is on the bottom.
If the player chooses to match the symbols on the door itself, then all the rooms they enter will be called the Crimson room. If the player chooses to follow the Indigo tinted mirror then the player will encounter the next following rooms: Indigo, Magenta and Purple.
Magenta room:
Once entering this room you will see in front of you that there is no platform, or any form of how to get to the room on your right. Fire is timed to shoot upward hard and fearsome. Taking a closer look you can see that whenever the fire shoots up, there is a part of it that is not affected, an invisible path. You must follow this invisible path all the way to the room, waiting for the fire to strike to reveal more of the path.
Purple room:
This room contains the prize you have been searching for. Depending on which path you chose, you will either get the Sun orb or the Reflection orb.
Art Style:
The style will be inspired much from Legend of Zelda: Majora's Mask. That kind of dark, yet colorful world. No objects will be over exaggerated, they will stay as close to real world form as possible, but textures will be simple, colorful and high contrasted.