Saturday, May 26, 2012

Optimizing Levels

I did not think that setting up level streaming would be so difficult. I guess it was mainly my fault for the way my floor plan was created, and as well as how I set up my exterior level. The biggest concern for me was how seamlessly I could set up the level stream. Once I unloaded my interior level, and if I was in my exterior level, then the player would be able to see that the building they just came out of disappeared! That was the biggest issue for me. Eventually I set up the outer walls of the building and placed in my exterior level so that from the player's perspective the building is still there. Setting up the cameras were pretty simple. I set up a typical third person camera and also an optional over-the-shoulder view similar to the Gears of War series.
As far as Xtreme Xtermination is going we've begun grey-boxing the levels. I'm in charge of the first level so I'll be starting on it soon. Have to make sure everything is according to the initial floor plan otherwise we could run into some problems when we combine the levels.

Tuesday, May 22, 2012

The Outside Environment

I have been working on the exterior portion of the game level. My initial thought for my exterior was going to be just a parking lot, but due to some of the requirements that are needed, I decided that expanding it a bit further would be more beneficial. The terrain for the parking lot will be mainly flat, and the pond area that will accompany will have the more of an increase and decrease in its geographic properties. I found three simple materials for the terrain: asphalt, grass, and cement. I cut out some bsp for doors and garages so the player can enter the exterior area. After adding the fog, all that is left to add this week are particles, clouds, and my own tree.

Friday, May 11, 2012

Second Week: Adding Life to the Level

I have decided that it would be easiest for me to use my week one lab and continue on with it in this week's lab. I have already incorporated interp actors and matinee in my level, so that is taken care of. I also applied a multi-layered material to my floor in my level. I still need to add some k-actors, get the physical material, incorporate sound, animate lighting, and set AI paths. There's still a lot to do over the weekend because I spent the majority of this week trying to scale my character to the correct length which still hasn't worked out the way I need it to.
The course project is well under way. Justin, Zach, and I decided to divide the photos for the asset list evenly. Justin will be taking photos regarding the level design. Zach will handle photos for the enemy in our game. I will be finding photos for our main character, his clothing, and weapons.

Friday, May 4, 2012

First Week

I have begun working on the first week lab. It did not take too long to figure out what type of level I wanted to create. The game that this level is planned for is a third person action adventure similar to the Mafia or Godfather games. Choosing a warehouse for the level seemed like the best way to go for my idea. After this was decided, I completed the floor plan for the level in which the major elements include 2 floors and an elevator. Finding materials/textures is proving to be tedious but is definitely adding life to the environment that I have so far. I have also begun using 3DS Max to create an elevator that I could place in my elevator shaft in the UDK level. I still need to rig my character and create some more static meshes to incorporate into the level.

As far as the course project is concerned, the group has been decided. Justin, Zach, and myself have decided to work together. We've already gotten our idea down, so we just need to start documenting it.