Monday 27 September 2010

3rd Person Camera

This was surpisingly easy to set up, once the map had been created and set up, a camera actor was placed in the right place in correlation to the player start and attached to the player using kismet, as seen below:





                                             The camera placed in UDK.
                                            The kismet attaching the camera to the player.

This means that the camera will remain a certain distance above the player at all times. Removing the HUD was also reasonably easy once i had found a tutorial video for it, this little peice of kismet forces the game into a cinematic mode essentially, removing the hud entirely, by altering the cinematic mode settings you can keep all the gameplay apart from the hud in place.

The tutorial videos are on youtube and you can follow these links to them:
3rd Person Camera tutorial
Tutorial for removing the HUD

The CUBE of Death!

Now that the idea has been set, Josh is busy making a physical prototype for the cube which will help us figure out how it links before we design it in UDK, Alex and Andrew are busy trying to break the laws of physics and stick two fingers up at gravity, which leaves me working on the perspective. Im also coming up with a backstory to work out why the hell a beachball will be there in the first place which will kick of the design document.

Heres what i have so far as a basic backstory:


Spaceball and the Cube of DEATH!!!


Backstory:
As a beachball, Norm has has very few worries in life, bouncing around the beach, being thrown by kids, sometimes floating in the ocean, all in all life was good until that fateful day...
It started like any other, being thrown around by a few kids, generally having fun when a big very square shadow crept across the beach. Norm was dropped and left under this expanding shadow as all the people ran away from the giant cube that appeared to be floating harmlessly in the sky. Norm felt the air around him warming up and then ZZZZAAAPP!!!!!!!!!!!!!!

When Norm regains awareness he realises that he is no longer on his warm sunny beach, he is somewhere else entirely the inside of the Cube!
“Must get out of here.” thought Norm as all he could hear was cold maniacal laughter echoing around the cube.
“This way looks good.”

Its as good a name as any at the moment, now to come up with some traps for the level.

Tuesday 21 September 2010

CTF Gaming

Thats the name of the group for this project. Teamed up with Alex Vincent, Josh Croft and Andrew Dama.

Two outlines for games using phidgets, a flight sim and a labyrinth puzzle game which also combines the original theme of the Cube.

The cube puzzle will be going ahead, the player will be controlling a beachball inside a cube navigating around the puzzles on each side to get to the finishing point on the roof of the cube. This should be lots of fun to work out. The team will be attempting to create a tech demo to show hoe the players ball will move from the floor to the wall.