Saturday 24 June 2017

links for the final assiments


oo design
http://sams-gamestuff.blogspot.co.uk/2017/06/unit-71-design-within-game-my-character.html

enviroment
http://sams-gamestuff.blogspot.co.uk/2017/06/3d-enviroment.html

game play
https://youtu.be/LlK9KQgKm2E

animation

my animation is a man in a gun battle with a enemy but the camera is focused on the man shooting he will shoot a couple of times with two pistols then one will run out and after it runs out he will throw the gun at the enemy and use the last bullets in the gun he has left then will reload with his last magazine and kill the enemy.

i created this animation using key framing and rotation tools also used the rigging to move limbs and
used the parent tool to allow the gun to move with the mans hands.

animation
https://youtu.be/202ELjePK2g





Friday 23 June 2017

Unit 71
 OO Design within the game 

my character

shooting

The shooting blueprint works by using a "if" statement checking weather the variable for the guns mag is greater than 0 it will -1 from the magazine count and +1 on to used ammo variable if true then it will fire, if false it will display reload on the screen. The movement for the character works by pressing W,A,S,D to move around but is blueprinted using a movement input blueprint. but the rifle has a extra branch which checks if the gun is auto or not if it is false then it will shoot normally if true it will go though a gate thats linked to the tick event to make is automatic.




reload

This works by checking if the ammo count in the magazine is equal to 8 if true it will display clip full, if false it will then see if the overall ammo count is greater than 0; if true it will then check if used ammo is greater than the overall ammo count. When false it will take away used ammo from the overall ammo count and refill the magazine to full and reset the used ammo to 0. 

select fire

this works by pressing q to change the Boolean variable using a flip flop to switch between tru and false.

laser or touch 

this works by pressing f to switch between the flash light and the laser on both weapons for this to work i used the set light intensity to 0 to turn off and then max to turn on.

throw spear 

this works by pressing k to create the spear projectile its just simple spawn actor at the location of the player.

sprint

this works by pressing left shift pressed will add 600 to max speed when released is will set it back to normal.

switch gun 

this works by pressing 1 to show the pistol and the ammo integers for this gun 2 will show the rifle and this guns integers.

rifle aim though scope 

first it checks if the weapon is the rife then is starts a timeline which the return value will set the zoom distance then it just sets visibilty to visable then and then sets the gun hidden when button is relesed it dose the reverse of the pressed.

widgets
ui 

the ui is pritty simple all it dose is draws the variables to the health bar, energy, mood and then characters ammo.  main menu this just has buttons. play opens world level and quit closes game. scope this is the widget for the rifle aim.

enemy

movement
this uses ai move to. its desternation is just random untill it sees the player then it will follow the player untill it collides then it will move random again.

hit
this event just makes a collide action for all projectiles simple when projectile hit destroy actor but the spear will stick to the enemy inbeded in the characters chest.

car
when you press e it will allow you to get in and out of the car tab enables the interior camra. the car can only go certain places

Thursday 22 June 2017

3d enviroment

environment video

landscape was mad by using various tools to form the mountains i used the sculpt tool to make the shape and then i used a mixture between the two erosion tools to create the rigged effect of the rock. i then made a few hills so the world wasn't completely flat this was done with the sculpt and smooth tool as they are not meant to be rocky so there was no need for the erosion tools. the river bed was made by using sculpt and smooth and hydro erosion to create a smooth bed and a few smooth banks but some places need to be rocky because a river is not all smooth. to texture i use my custom material so i could paint the texture where i wanted them.

mountins

river bed

trees were place using the foliage as placing them one by one would take ages where with the foliage you can paint them on the landscape placing thousands if you want.

the tunnel i made the model in maya then imported it into unreal and then i plaed them and use a tool called visibility in the landscape tab which hides bits of your landscape so you can pass through.

house was made in maya and imported in and placed at the end of a dirt road.

buildings were built in maya as a puzzle so they could be placed in the world to make different sized buildings.

bridge was built in Maya as a single piece as i didn't know how wide the river bed was. then imported it into the game and just puzzled it together to form the hole bridge and the water is simply a cube with the water material on it.

lampost where made in maya and then placed in roads with a point light component to simulate the lighting these are only place on tarmac

Tuesday 23 May 2017

OO Design Assignment 2

For my game I have made quite a few assets for it using autodesk maya. These include weapons, buildings and props. Using these assets I made a world whilst reusing some of them to form a environment for the player to wounder round. These consist of building lamp posts and roads. As you can see below i have reused these assets to create a scene of a small town lit up by lamp posts. 


In my game there is basic player movement and weapon firing. The movement is just simple W,A,S,D  controls but the firing weapons is a left mouse click with simple ammo counter. This is done using blueprints.
 
Weapon blueprints for character: 


Character movement control blueprint:



The shooting blueprint works by using a "if" statement checking weather the variable for the guns mag is greater than 0 it will -1 from the magazine count and +1 on to used ammo variable if true then it will fire, if false it will display reload on the screen. The movement for the character works by pressing W,A,S,D to move around but is blueprinted using a movement input blueprint.

The weapon for the character has a reload function to refill the mag when empty as well. 

 
This works by checking if the ammo count in the magazine is equal to 8 if true it will display clip full, if false it will then see if the overall ammo count is greater than 0; if true it will then check if used ammo is greater than the overall ammo count. When false it will take away used ammo from the overall ammo count and refill the magazine to full and reset the used ammo to 0. 

Now for the code below it is programmed using game makers drag and drop coding from my killer clowns game made in game maker. The movement is a simple as pressing left and right arrow key to move in the direction u want to move by changing the horizontal speed. The space bar controls the gun it works by pressing to create the instance of the bullet. 

The difference between the two is the unreal 4 blueprints are more advanced than the drag and drop from game maker as blueprints have more functions. 

Character movement:


Character shooting:


In conclusion i think that the game maker drag and drop is easier than blueprints as it takes more of a simple direction to programming than blueprinting because blueprinting requires a better understanding to the game engines functions. With both you can come across annoying problems that can be fixed but it is down to you to find out how for example: with weapon reloading in unreal I could reload repeatedly even tho the mag was full but i over came that by adding the used ammo variable so it would calculate how many bullets you had used so it would only take away what you have used which corrected the problem.   

Tuesday 16 May 2017

Unit 6 Analysis of a Computer Game

Unit 6  Analysis of a Computer Game

Game : just cause 3

just cause 3 is a open world action game with a large scale map and a photo realistic graphics with loads of destructible elements of the world. just cause 3 is a part of a trilogy in which the first game was released in 2006 but all 3 have kept the same sort of style and genre and the third person camera setting also the game uses mainly explosive sounds as one of the main things to do in the game is to destroy cars objects and bridges.

narrative structure
just cause 3's story revolves around the main characters work (Rico  Rodriguez) who is a lone agent of the CIA  that undertakes the job of taking down  the general of Medici (DI ravello ) along side the islands rebels by taking of his military occupied bases around the map and getting rid of the him and hand power back to the rebels. the two main leaders of the rebels are Mario and dimah. the story of the third game is based 6 years after the second games story. as Rico is a lone wolf he uses a variety of equipment to take down the military including some grenades, a primary weapon, a secondary  weapon, a special weapon, infinite amount of C4 and the characters iconic weapon his grappling hook which has the ability of  tethering objects together also the character has a wing suit that he can use to fly to places. the game also adds 3 dlc add on's which introduce 2 new enemy factions including the Eden corporation and the black hand. the Eden corporation are a old science  division that made weapons of destruction like mechs and the weapon called the Eden spark (a gun that laser designates a concentrated beam of lightning at the ground from the sky destroying anything it hits). the black hand are the organisation that try to obtain the Eden corporations weapons and is Rico's job to stop them.

representation of the characters

in just cause 3 there are a lot of characters in the game that do different things.

first is the player Rico Rodriguez he is the main character hes a CIA agent and is the main character and is represented as a positive character as he fight for good and human rights hes not really a stereo type as hes a mixture of different types of people and dose what he needs to do to get the job done.

Mario is a friend of the main character who also works with the rebels and help Rico with a few objectives Mario is a positive character who wants the rebels to claim the back their island.

dimah is a scientist that used to work in the military but then defected and joined the rebels and also is one of the leaders. this character can be represented either good or bad because she used to work for the enemy but did defect so it can be seen either way.

di ravello is a violent military general that has a craze for deadly weapons and is portrayed as bad and evil human and is over all a negative character he is also a stereo for a evil general as most care about money and greed and feel there above others.

Annika and Teo are two south African smugglers that also work with the rebel's and Rico and help with many things but they can be seen as bad people as there job role is smuggling and the sereo type for smugglers is bad and dangerous people.

This game is an 18 and aimed at adults due to the violence and graphical content in the game for example: Demolition of world, killing of characters and speech.the game is in third person and gives the player the ability to control the main character and conquer the map. the player has to try and keep the main character alive and does not have the ability or freedom to control the fate of the main character. The games audience can only follow the story line and can't make any decisions with the story but can choose to cause mayhem else where in free mode. the game has it ups and downs but overall it is presented a good game for over 18's.

the games genre is action - adventure game. over the years the franchise past games follow the same genre in the same way throughout all three games. the action and adventure game genre grants the ability to explore and search the open world of the game but at the same time grants players to be able to inflict violence on the surroundings and other characters.in just cause 3 the games genre matches the overall game play as the game is based on exploration and destruction of the world; this is consistent throughout all 3 games.

Monday 20 February 2017

Unit 71: Object Oriented design for computer games




Concepts and principles

simplified understanding
simplified understanding make it easier to learn and understand the code to identify it easy for example with blueprints you can locate the functions easier to make it more understandable to code objects also you can organise your code to make it easier to locate to fix or remove.

re usability
re usability refers to using the same object multiple times, with many characters you can input the same code to make them do the same function for example when your making ai for your game you can use the same code in all enemy's.

maintenance
maintenance is the ability to change or edit the code if an error has occurred or to a just the length of code for less lines for example you can maintenance you code for a object to make it simpler or better.

efficiency
efficiency is how well the code works for the object the more efficient the better if you have code that is not that efficient then it will not be that good.

real-world modelling



collaboration and sharing
some objects can run together using the same parent but can have there own unique code aswell they share the code to get the same out come as the other object for example you could have your ai linked to the same parent to run the same.

communication
many objects use communication meaning colisions and resonses some objects communicate /interact with other objects using weapons or some sort of projectile which can leave bullet holes comence ragdoll or brake the glass however some interact by picking up a object or getting itno a vehical

quality assurance
this is looking through all your code and checking to make sure your code works well and maintains a certain outcome to make sure everything fits the games design until you finish you games production







Game objects: sprites; characters; weapons; rooms; walls; scenery; instances; rewards, eg
bonuses, power-ups

sprites
sprites are objects that are implemented into two dimensional as a graphic character, weapon or scenery sprites are the visual side of the object that would be placed into the scene also sprites can be used for you ui to. you can animate sprites using code and make them do all sorts of things.

characters
are the main object in the game weather is ai or the player in most games a caracter is human but in some are not humans most characters have a name animations and coding that is unique to others but some can be the same for example with zombie characters some will have the same code and colision as other but some would be similar.

weapons
weapons are what the character uses to attack another character. they will have animations and will all have unique code. weapons can range from many things like guns knifes bats even a frying pan anything you attack a character with is a weapon. any weapon thats shoots a projectile will have similar code to others beause they may have different damage or more ammunition. some weapons have colissions with walls and are able to shoot through walls or leave marks.




Object properties: colour; size; speed; movement; sounds; health; lives

object properties consist of colour size speed movement ect but these are all programmed differently you can use colour on your character weapons or your ui its a way of brightening up you game and show emotion between objects. objects will have different sizes characters will often be the same but sometimes they can be bigger than others depending on the design of the game. the speed of a object shows what they are sometimes a object can be quite slow in movement but have a really fast attack.

sounds
sounds can be used to set mood and atmosphere in a game the can be used in the enviroment wepons characters basically everything can make a sound in a game. sounds can be basic or they can be quite good also alot of games tend to have quite a bit of music in there games.

health and lives
health and lives are used in games that have action and adventure to show strength or to show how many times you can die the health and lives can be shown in the players ui so they can see how many lives or how much health you have but not every game has this feature games like forza Motorsports dosnt have health or lives but the cars can suffer damage.


Actions and events: mouse and keyboard events; create; destroy; collision; timers; scoring
actions and events are the main part of code. events is the start and the actions follow. the mouse events can be used to set the camera or to fire a weapon. keyboard events can be used to interact with objects or move around also can be used to change weapons or change settings. create events can be use to spawn / draw a object into the world of your game in which could be a projectile or spawning zombies.the destroy event can be used to remove a object from your world like destroying the projectile ones it collides with something. collision is used in nearly the hole game as you need collision to make effects and sow damage also collision is needed to allow you player to walk through buildings and for a projectile to kill a enemy.

timers
timers are used in alot of code to begin a event in a game by counting down or up this is good for creating delays. timers are used in many game for different reasons they are used to trigger events like explosions in game make timers can be made two ways 1 being the drag and drop method and the other being gml code.

score
score is used in alot of games to keep total of points for a player or a team score can be interpreted in many ways and is often shown in games ui so they can see it whilst playing. score in most games is used as a kill counter but in racing style games it can be used as drift points in a race.



Inheritance
parent and child
in codeing parent is used as a base for multipul objects to make them run the same this can be used to create many ai like zombies. the child is the object that is linked to the parent to use the same code to have the childs function the same. this can be used for zombies.

overriding events
overriding events can be used to change game mode for example this can be used to switch game mode from first person to third person.




Wednesday 25 January 2017

BTEC Extended Diploma in Computer Games Design
Unit 66: 3D Modelling

knife for character

to make the knife i imported a image plane of a knife and started with a cube the i moved the cube to the right and extruded it to the left until i covered the image on the plane then began to scale and move the vertex's to fit the shape of the knife. i then detached the blade from the knifes handle to get the shape of the blade easier i used the multi cut tool to mark the position of the sharp part of the blade then i used multi cut tool again to get the middle of the blade so i could merge the edges to make the blade thin then i moved on to the handle and extruded the sides of the handle and slowly scaled them to get the curve on the handle then added color to the knife and combined it back together.


colt 1911
first i imported a image plane to begin this model i started with a cube and scaled it to a rectangle and then extruded the top face to cover the handle the added divisions to get detail of the handle and the scaled and moved the vertexes to get the shape of the handle then extruded the face to get the full receiver and then marked where the trigger is and extruded the face to get the oval shape of where the trigger sits then bevelled the bottom of the handle to get the curve.

then i got a cube to form the slide i scaled it to cover the slide on the plane then i added divisions and marked holed that needed to be cut using multi cut tool then i began to shape the slide by moving edges and vertexes and the cut the hole for the barrel and the bullets exit from the chamber and then  made the interactive parts on the gun the barrel is a scaled cylinder and the rest were made by extruding and scaling and moving to get the shape of the trigger, the hammer, the safety switch and the slide catcher and then coloured the gun.

this was quite complicated to model when it came to the detail i think that it went well but i think the back of the gun could be modeled better to get the more rounded shape. 



f-35
first i started with a cube and cut it in halve to save doing the other side and get a perfect line of symmetry on the jet starting from the top plane i filled halve the left side of the jet and and more edges with the multi cut tool and then shaped the middle of the plane and marked the start of the winds and then extruded the face to the length of the wings and then inserted edges with the insert edge loop tool and shaped the wings and then moved to the front image plane and and i inserted more edges on to the mesh to get the shape from the front view and dragged edges with the move tool to shape it then i extruded the front face to get the tip of the nose of the jet then extruded the tail wings and then painted the plane.

i think it looks good but it could be better if the wings were smooth and had missles but the structure is over all grate and look quite like the plane its based off.

clowns body armour


to make the clowns armour i copied the faces of the clowns torso and legs and duplicated them and then i cut faces of the sides to make the straps to hold it on then i selected the front of the chest piece and extruded the faces and made them smaller and then to add abit of detail i selected halve of the middle but had a face gab between the one i selected and extruded them and used smooth mesh.

when making the armour i encountered a few problems when copying the faces but i resolved the issue i think it would be better with texture and maybe a few props like a knife and a few bullet holes. 

for all 4 of these models i thought they were a challenge and i have learnt how to you Maya quite well i now have knowledge of all the tools used to build a mesh of any kind but i need to improve on UV mapping.