Monthly Archives: January 2015

Arranging the Blocks (Safety)

Unity is the norm of prototyping this semester, contrasting the thesis games of the last cohort which used Unreal instead.  This choice may be attributed to the overall goal of not creating games with realistic graphics – Unreal is not required for stylistic releases.  In fact, we were told not to promise realistic graphics due to the unrealistic expectation of next-generation graphics of the audience.

Anyhow, we have tiled blocks everywhere.  These are three blocks that were made to fit together seamlessly – the blog put them together nicely (right click to inspect elements to identify separate blocks).

As in of 1/31/2015, these textures are obsolete.  We are basing the new textures on LEGO pieces as to accommodate for sidewalks.

 

Riddle of Steel (Safety)

Terrible pun on the mangled mess of metal, plastic, flesh, and bone that will star in the new game.

Using Unity, we are using a tiled environment with road pieces, overlaying them over the path-finding nodes.  Since the project is accelerated, we are also using pre-built traffic AI – probably not the ideal choice, but we are running short on time.

Expediency is a funny thing – now that we can just throw money at the issues, why do any work ourselves except to gather more money?

Realm Divide

From the looks of things, it would appear that there will be plenty of solo pitches tomorrow.  Those who stuck together since the first semester might keep doing so, well into the actual prototyping of the thesis game itself.  Fortunately, only a few pitches will make it past the selection process, ensuring that the qualities remain consistent throughout.

With a bit of experimentation, I have managed to found the mass values of the engine-generated primitives, though they are currently tied directly to the dimension of the object, so densities and aerodynamics do not play a role at all.  Will see if I can discover custom perimetres as the current model is limiting.

Verlorener Haufen

Currently, the leaf blower is represented in the Unreal engine as a rapid-firing machine gun that never runs out of ammo.  The gun is used to move physics object through the stage as each bullet in the stream has an “impulse” that determines their force against the physics objects.  How the mass and resistance to movement of an object is determined is unknown as in of now.

The alleged machine gun was a modified version of the default single-shot projector that came with the First Person Demo map – modification was done through the Blueprints function in Unreal 4.6.

Incidentally, the I-CORPS meeting was yesterday – there we previewed the depravities of the medical industries: it is actually preferable for the invention of an anodyne, temporary reliefs to the “pain-points” or symptoms of an illness instead of actual cures.  This is to ensure that the captive audience returns to pay for the relief over and over again while the businesses cash in on their misfortune.  The shareholders have little love for anything that does not pad their pockets with cold hard cash, even if it means an advancement in the evolution of life on Earth.

Victory or nil.

Same Thing by another Name

Projects I course starts today.  We are to come up with a pitch to be entered in the candidate of Thesis Games, either alone or in groups up to four people, with no limitation on the members’ roles.  The pitch should be refined with the Design Box process.  The pitch is to take place next week, presented privately to the staff.  Actual prototyping begins two weeks later.

I happened to have a fairly solid idea for the Thesis: Interaction with in-game objects are solely done with a leaf blower with the standard FPS control.  Move objects into piles to score, while racing against an ever-decreasing fuel supply which serves as the time limit for a game session.  The leaf blower is initially weak, and only light, aerodynamic objects can be manipulated, it can be made stronger by collecting power-ups.  Time limit can be extended with a fuel pickup which functions as another power-up.

The Leaf Blower game is to be created in Unreal 4.6.0.  While Unreal does not have a built in wind physics system, the effect of a gust can be emulated with a stream of projectiles.  A recording of the technology demonstration should be ready by the end of the week.

Now the game should be made to be good enough for the IGDF in October, after less than two semesters of development – whether or not my pitch make it pass the chopping block is for the class to decide.