Tuesday 20 December 2011

NOIZESTORM CONCEPT BOARD

Today I finished the concept board for my 3d game Noizestorm. I used Photoshop to edit what I origionally had. A big thing I wanted to complete today was a concept character. For this I got a picture of a Killzone 3 Helghan sniper and cut out its mask. I then got a picture of a man in a hockey mask and cut off his head. I then added the image of the head to the sniper character and moved it and tansformed it to the correct fit.

Next I resized the columns of my Board. I changed the sizes of the Main Header and sub headings. I also rescaled the map in the middle. All of these edits definately added to the overall visual appeal of the board. I am very happy with it. What do you think? Its posted below

Thursday 15 December 2011

Today in UDK (15/12/11)

Today in udk we added Lightmass Importance volume to our 'worklights' this allowed us to create some really interesting shadows. We also added Immersive light for static lighting. This allowed our static lights to illuminate and light up the room. Next We added a spot light. This was done in the actor classes menu then spotlights.

Also today we added a sliging gate into the whole in the middle of the level. First we used the existing brush and edited it to extrude into the wall to make a groove for the gate.

we then inserted the static mesh into place.

Next we added a trigger to the gound beside the door. Then we used Kismet for the first time this was used to make a mtinee in the matinee we created the animation for the door to slide.

Here is the images of the gate, kismet and the matinee menu.


Concept Board For NOIZESTORM (stage 1)

Today i started making the concept board for my 3d game using photoshop. Over the last few days I have been downloading images and designing the layout for the concept board. Today i started by installing the font i wanted to use. I then changed the colour of the background to a nice Teal colour. This makes it seem like a calm game. But all the writing on the board will be black which has a sence of illrest or mystery.

I devided the page into 9 sections for each of the section I have added a heading and relative images that i previously edited. Here is a picturte of my work so far on the concept board.


Over the next week i plan to finish the Concept board using many different photoshop tools.

Thursday 8 December 2011

Today In UDK

Today in UDK we started to use Materials and Static Meshes. We first use materials to decorate the floors walls and ceilings of the map. We the alligned the materials to look more profesional.

We then used static meshes to create pillars and a beam accross the room. Here is a picture of the pillars. Created using many different static meshes together. here is a picture of them

Next we used static meshes to create 2 big doors and panelling around it. The meant alot of duplicating was needed. Here is an image.

Next we used static meshes to create shelves and crates on them. There was no static mesh specifically for shelves so this lesson showed us that we can use other meshes to create what we need. Here is an image.

I look forward to learning more with UDK.

3d Game Pitch (NoizeStorm)

This post is the pitch for my 3d Game 'NoizeStorm'


After an experiment in a russian lab fails. The victims of it escape. You play Wolf (no one knows his real name) Wolf fled to a forgotten Nepali town called 'Taboot' Here he has piece and quiet. Wolf decided to stay here because the monks liked to keep the town quiet and be one with nature. This suits him perfectly. The military and scientists have managed to locate you, they want to capture you to be used in war or killed.
This is a reference for the background setting of the game. Snowy Mountain Range

The enemies are from the russian military. They have deep russian accents and an evil feel about them. There are small medium and heavy enemies. Like in other games. The small move fast but die easy. The meduim are all rounded and the large do alot of damage but move slow.

You must fight off the enemies invading the town using whatever weapons you can find. You must also save the people of the town by bringing them to secure locations. You have an incredible sense of hearing, a side affect from the experiments. This can be used to your advantage against these enemies.

As you navigate through the village you will have to avoid hazards and obsticals while fighting enemies. Hazards like fire and falling rocks and ice. Obsticals like blocked roads and enemy traps.
Tibet

Architecture Reference


Continue to kill enemies to build your score the higher your score gets the harder the enemies will be. The objective is to try get the highest score. The longer you last the more you will learn about 'Wolf' through his horrible flashbacks

For every friendly you save they may reward you with score or weapons or other powerups.

The name noizestorm refers to the characters hearing and the stormy weather setting in the town.

Collect weapons, shoot enemies, save civillians, and escape Taboot. A list of things you will do to complete this epic first person shooter 'NoizeStorm'.

Thursday 1 December 2011

First Day Of UDK Tutorials.

Today I looked at 4 Tutorials in UDK for making a simple level.

In the first tutorial I learned: BSP means Binary Space Partician. CSG Brushes (CSG Add) are used to create solid geometry. Space Bar is used to change the translation Widget. I learned that you must build after any change is made if you want to see it. BSP is used to define primary surfaces and CSG cannot be changed. But brushes can be used to edit them.
Also in the first tutorial I learned some Guidelines.
1 Use Additive Levels.
2 Keep Brushes Simple.
3 Allign Brush Edges.
4 Allign Textures.
5 Static Meshes handle Detail.
6 Remember Brush Orders (Add First Then Subtract)

In the second tutorial i learned: Right-Click brushes to put in property sizes. F4 or Rightclick also opens properties. Right click also snaps to the grid lines. In order to edit the shape of a brush first turn on wireframe and then use geometry mode to rearrange vertices.

In the third Tutorial i learned: Hold down mouse wheel to take measurements. Rightclick a vertice in 2d view to add navigation widget to vertice. This also snaps to grid line. Alt + Drag will duplicate a brush.
The X axis is Red, The Y is Green and the Z is blue.

This is what i made today.



I look forward to learning much more in UDK