Wednesday, April 30, 2014

Weapon




Custom Classes



Collected all the balloons




Once you have collected all the balloons, an indicator will appear in front of the goose. When you stand on the indicator an end game screen will appear. When you click on the Return to menu button the map will open up again and you can play again or exit completely.

Killer Cart




For the Killer Cart, we wanted to create a ride which you could actually physically ride. This was another one of features you actually had to interactive with in order to get a balloon where as the other balloons were situated in an obvious place and a not so obvious place.

In order for this to work and make it so that when the player is riding it, they can't simply jump out and get themselves trapped in the fencing. A cinematic mode was toggled on as soon as you teleport into the Cart then after a 1 second delay you are they set off on your experience. 

When the ride comes to an end the player is teleported outside again where they are greeted by a balloon which they can pick up.

Bouncy Castle


The bouncy castle was simple, a gravity volume was created and placed slightly higher than the surface of the castle. So when the play jumps and paces through the volume, the player is thrown into the air. 

The original idea was to have a shallow gravity volume at feet level with a slight lift, causing the player to bounce. However it seemed that in order for it to work the volume had engulf a fair bit of the mesh before the gravity effect could take affect. 

Minecart Simulator




The mine cart simulator was a similar story to the Cutscene at the gate. However you can only get access to the balloon after you have interacted with the Simulator. Attempts to get the camera to shake during the simulation failed.

An emitter was created in order to produce fire for the pillars.

Cutscene




Once reach the gate a cutscene will be triggered to simulate the bears working together to open the gate into the next area.

Now because we didn't have a license for UDK we couldn't actually make a video for the game in the traditional sense. So I found a way around this issue, the solution was to turn the rendered images into a texture movie, you can do this with the aid of a piece of middleware software called RAD Video Tools. 

Which allows you to compile your images into a video format which is accepted by UDK.

After turning this video into a material I applied to a CSG brush that was the same Width and Height as the resolution of the video. Placed a camera in front of the frame and had it linked to a trigger with a delay of 20 seconds. However depending on how UDK feels you may have a slow video or a quick video it doesn't seem to be consistant.

The only problem faced was when you revert back to your camera you have to give it a command prompt essentially to return back to a 3rd person camera otherwise it will revert back to a first person camera.

Once this is all completed the gate will open and the next area is open to you and the balloons spawn and indicators showing you where to go and interactive with appear.