Wednesday, 7 May 2014

Escaping

Yesterday I worked on the GUI text that would appear when the player escapes from the facility.

 
 
Above is the screenshot of the scene not being played. I created the GUI 'You have Escaped' text and the 'Press L to Escape', just like the 'You Have Died' text.

 
This screenshot above is when the player has activated the trigger to show the message they have escaped once they have completed the door puzzle and gone through the door.
 
 
Above is a screenshot of the 'End Game' code that was created to show the text when the player enters the trigger within the door. This script is just like the GUIEnd script, which works when the player has been killed by the alien. (This will be shown below).


 
This script shows when the player has been killed by the alien, and it gives them the option to restart by pressing the 'L' key on the keyboad, just like when you escape from the facility.
 
 

Contained - Backstory and bio

A brief back-story of the concept:

The story of our game is based around a juxtaposition of real life factory farming. Our game started off primarily to be based around highlight the problems in factory farming and the aim was to help the player emphasise with how terrible the conditions are for the animals that are treated within factory farming facilities. We however have made our own take on this by exchanging the animals with humans (as to enable the familiarity to the victims) and to have a higher power (aliens) to be harvesting the living within the cages, just as us as human-kind do. 

More about our game...

Our take on this is by playing around with the horror genre within games and to make our own take on horror as a person trying to escape the confounds and to not be harvested into food.  The aim of the game is simple, to escape the facility without getting killed and the only way to be killed is if you are caught, simple. With many intricate ways of exploring the confounds of this alienated human-harvesting facility you are also given the challenge to avoid lurking aliens that roam the area. 

When the game starts:

As the game starts the introduction will allow the player to understand a bit about the story, with the girl that is trapped within side a cage for as long as she can remember. She is in her teens, so is aware of the dangers but still too young to be harvested. One day an alien comes by to take the other cell-mate away for testing/harvesting purposes and by accident leaves the cage door open for the girl to escape. After the player has decided to leave and venture forth on the mysterious labyrinth that is a huge barn you are warned by another prisoner about the dangers you are about to face and how to conquer then in the sense of what you should avoid. He then leaves you with a clue to look for a certain contraption that opens the door to allow for you to escape. To get to this destination you must explore throughout the map (without getting caught) and make your way back. If your caught, you are dead.

Monday, 5 May 2014

New Corridor

This is a newer version of the corridor that is now apart of the game. The only difference with this model is that the supports at both ends have changed. The reason being is that the model of the previous supports had a problem and that problem was that there were plains inside the model when I unrwaped them, but I could not see anything inside the model. 
 
The supports were modeled in 3ds Max. I started with a box and coverted the model into an editable poly. I used the tools extrude, chamfer and angle to get the shape that I wanted.
 

 
92 polys / 108 Verts
 
 
The texture is still a work in progress, but Michael still wanted the model and so he could aply a temporary texture on the corridor untill the the texture is finished for the exhibition.



Saturday, 3 May 2014

working with DDO2




So i've kinda mastered DDO in a day without any tutorials, results are great :)

Friday, 2 May 2014

Alien Door

This is an Alien Door that is placed somewhere around the game where the player will have to try and find a way to open it if they wish to proceed through the game.
 
Everything was modeled in 3ds Max. The model itself is two seperate objects, the frame and the door. I started with the frame where it started out as a box where I converted the object into an editable poly. I then proceded to shape the box by using the tools, extrude, chamfer and rotate. The door itself has the same process, except for the middle where the door will open. I first highlighted the edges and used the connect tool to make four extra edges and in the centre, I deleted the polys in order to seperate the door, enabling it to open. For now the door will be coded to open.


 
 
154 Polys / 176 Verts
 
Once the modeling was comeplete, I unwraped everything in 3ds Max and loaded the UV Renders into Photoshop. I gave the UV Render a simple black and white texture to define where the panels and bolts were all going. Once the black and white texture was finished, I loaded the texture into CrazyBump where I made my Normal, Occlusion, Specular and Displacement maps and later on, load all of the maps into dDo. This model will be the first to have used dDo, so it took some time to get used to. In dDo, I started with the frame where the details were starting to look good, except for the part where it started to turn brown and just looked dirty. The second attempt was met with succes because the frame had a more metalic colour to it. The same process would move onto the door. Once the textures were finished, I loaded the texture onto the model where the group was then happy with it, finishing this piece











Door Puzzle - Update

Yesterday Michael and I worked on expanding the puzzle to open the door.

Below is a screenshot of what the 'handles' will look like before the puzzle is completed. They will be this glowing red. Once they have been rotated to the right angle they turn green.

 
Below is a screenshot of all the handles in the right rotation for the puzzle to be complete. As you can see they are all green now.

 
Below is the On Mouse Rotate script for the puzzle. This is where the material changes colour from red to green when the objects are in their right position - I have higlighted what we added yesterday in purple. We have also scripted the objects to play a sound when they are in the right position so that the player not only has a visual representation of the object being in the right place, but an audio representation as well.



 
Below is the Puzzle Complete script. Michael pointed out that if the player were to complete the puzzle and have all the pieces green the door would open, however if they then rotate an object after the puzzle has been completed the door would stay open and not close again. So I added the line of code in purple to make sure that the door would close again if all the pieces were not right.

 
Both Michael and I are extremely happy with the result. 

Thursday, 1 May 2014

Stairway to processing progression




Just some progress screenshots of the roof sides, the cables are achieved with extruding out a no-faced cylinder with the cylinder and ep curve (done with the ep curve tool) selected, the cylinder extrude follows the ep curve tools path to create a cable, very cool looking. :)