While reading:

My partner Andy's Blog for this Project

Monday, September 20, 2010

UDK Trap



All UDK by Matt Williams

As I said previously, I decided to set up a trap within UDK using Kismet, which is a sort of visual programming platform.  What happens is that the trigger on the left is not active, therefor going near it does nothing.  When you go over to the trigger on the right and hit the use key("E"), it activates an ambient sound by the left trigger, and activates a "touch trigger" node in Kismet for the left trigger.  Now if I go near the left trigger, I will get blown up.  As a result, I now have a trap.

Andy's Blog 

Traps

Currently I am working on the Kismet event for setting a proximity trap that will kill another player.  The way it will work is a player walks by a boiler(all over the place, steampunk) and activates a trap device.  Now whenever another player draws near the boiler they will hear a sound(basically the other player's only heads up, but it will be subtle so they have to be looking out for it).  If they get too close, the device detonates and blows up the player and the boiler.  I don't have a boiler yet, but I'm going to get the sequence working.  It should be done by Monday night.


Andy's Blog

Sunday, September 19, 2010

Andy Hernandez

I have forgotten to post a link to my partner's blog for this project.  I will post it at the bottom of every post from now on

Andy's Blog

Pretty Chairs, All Blowing up in a Row



Modeling and UDK work by Matt Williams

Decided to bring my chair into unreal and make it destructible...hoorayyyyy.  Now I have to tackle the issue of making it so that the player can kick it around without it falling apart.  I think I'm going to have one combined static mesh(with "can become dynamic" enabled), so that it can be kicked around.  At the same time I will have a trigger that reacts to weapon fire, when it is hit, the combined static mesh is switched out with the modular static meshes and an impulse trigger is applied to make it fall apart. yayyyy

Previous Work Powerpoint

The following link is to my powerepoint presentation, showing some of my previous work and some of my other ideas for this project

https://www.box.net/shared/6en9hmfj8n

Chair Model

Model by Matthew Williams
Began Modeling a simple chair for a previous project over the summer and decided to finish it and include it in this project.  Still requires texturing.  I will be creating variations in the model and in the textures to create about 10 different chairs to use throughout the level, just so its not the same copy and paste chair.  Anyways, I am going for destructible assets and i'm excited to test it out.

Wednesday, September 15, 2010

Map Layout/Blocking

Sketch by Matt Williams
Sketch for the basic layout of the map

Blocking/Coloring by Matt Williams, Hand Drawn art by Andy Hernandez
This shows the basic layout of our map, rendered from Maya.  The map is intended to be a capture the flag map with the two green blocks as the opposing bases.  There will be an underground river running under the town, ankle high water and accessible to the players.  There will be access at the base of the waterfall and by the wall at the bottom.  The two red squares are staircases that lead down to the underground river.  The circle at the center of town is a well that the player can jump down.

 
Drawing by Andy Hernandez
This is a rough layout of the underground.  It has changed a little bit, but this is the basic layout.

Concept Art/Sketches

Sketch by Wirt Salthouse
Some concept sketches for the prison.

 Sketch by Wirt Salthouse
More finalized version of the prison

Art by Wirt Salthouse, Base model by Andy Hernandez
This is the general style of assets that we want, but the art style will be more realistic.