Friday, November 7, 2008

Particle Experimentation



Most of these never made it into the map mainly because they just did not suite the realism of the scene that was created by surrounding textures and static meshes. I later created particles in the early version on our UT3 map which I saw as being relevant to the scene.

Role and Ideas

My role in the team was to create particle effects, lighting and laying down static meshes to create the buildings atmospehere. Most of the lighting need tweaking to have a high fallout so that the nightime side of the map took effect.
The fires also looked strange burning from nowhere so I added in piles of debris that the flames sat on with each having their own light source. There was green light illuminating from nowhere as sort of markers for players, to fix this I created a green flare particle so as to lessen the strangeness of that.

Apart from doing those I also came up with alot of ideas and put them forward to the rest of the team and they in return gave feedback as to what would work and what would just be too time consuming.
The very original idea was that two teams competed one team would be 'ladders' trying to get up through the building, the other would be 'snakes' trying to hinder them from getting to the top. This idea was tossed around alot with other ideas of how 'snakes' would be able to hinder them and how 'ladders' would ascend. This became problematic as many ideas spawned from it all which were regarded carefully, ideas such as players controlling movers so that team co-operation was needed in order to ascend the building, parts of the building that could maybe fall away (essentially the hypothetical ladders breaking or turning into snakes, if you want to look at it that way), Chris G's idea of controlling points to open/activate movers and at the same time closing/deactivating a different mover so that different pathways opened and closed. A later idea I tossed out was, wouldn't it be great if rubble fell down around the player? So in response to this Chris G created some nice movers that simulated this extremely well.

All of these ideas where taken through the process on refining into what we knew could be done, and so our gametype developed into a FFA (free for all) game of getting to the top of the building, where players competed against each other to get there. The analogy of snake and ladders in the game is that some movers may take you up and others may take you down, also each player has the potential to be a 'snake or ladder' just by getting to a mover first or even triggering some falling rubble.

UT3 map- Note link also on group blog

DM-irlmap_final.ut3

Particle pictures

Yeah told chris to make rubble fall and you know what, he did :)
Was making dust for the impact too, till someone broke the file... weis

Hheavy smoke

The furnace...just like to call it that because of the multiple piles of flaming rubble
Foggy Hall

The leaky pipe hallway

One of the Green Flares

Broken machine with sparks and smoke

Fire and Brimstone...err rubble

Water running

Demos

Gameplay demo
sync123-2008_11_08-13_23_.demo

Particle demo
Argoc-2008_11_07-23_46_40.demo

experimentation