Thursday 8 December 2011

Main Mechanic Working

So I have got my main mechanic working for the first VIVA pitch, below you can see the kismet code for it, it basically shuts down two doors that the player needs to get through to progress to the next area, so the player needs to investigate the area to find a way to do this, so he checks two datapads to find that he needs to go to an area of the ship (in this vid its a small sideroom) to turn on the main power so that the door he actually needs to get through powers up and he can get through that (both doors previously inaccessible)

DataPad

The Datapad you have seen in the videos before now has only been a test version, made with textures from internett on a very rudimentary block shape, I have completely redesigned it for the pitch, It now uses alpha masks and and a particular shader to get the holographic look to it.
This is the Material set up I made to get the Holographic look.

Sunday 4 December 2011

Skydome for Pitch.

For the pitch I want to have a demo of my mechanic working and for that demo I want the room it will happen in to be dressed in staticmeshes with texture on them, even though it will most probably not be the final textures, just something so it looks better and more complete, and in addition to this, since the room it will happen in has windows I need to have an OK looking skydome, for this I have created a galaxy, a planet and a star panorama entirely in photoshop.




Saturday 3 December 2011

Kismet problem.

I have a problem I can't understand, check out the image, both of these kismet "bundles" do the same thing, but they dont.

The one on the right does what I want perfectly, it starts a cinematic when I press the "E" key near the trigger in-game and also stops the cinematic whenever the player wishes when he presses the "E" key again, the one on the right is set up the exact same way, the EXACT, even all the little boxes and inputs are all ticked at the same places, so it should do the same thing, but it doesnt, because the one on the right starts the cinematic well enough but can only manage to end the cinematic during the first 2 seconds or so, if the player waits longer to end the cinematic he has to wait through the entire thing.

what am I missing?  what makes the switch not work after two seconds?


Thursday 1 December 2011

Cold Breath Test

This is to show how the cold breath will look. I havent actually figured out how to apply it to the player mesh, I have attached it to a socket in the socket editor but its not there when I play the level.


Radar Design

So this is the design I want for my radar, the last most important thing I need to get done before my VIVA presentation, I need to implement this radar design and get it working in UDK.

The faded wedge you see is suppose to sweep in a circular motion around the entire radar while the arrow is going to point towards the spot the player needs to go, and when the player fixes the power at that place the arrow should point at the next area which will be accessible only after the player has discovered all clues in the area he is presently in.


Kismet for the toggleable cinematic

Here is a screenshot of how the kismet set up is for the two toggleable cinematics demonstrated in the previous video.



Investigatory Mechanic Perfected.

I have now perfected the mechanic for investigations, the player can now hold the 'E' key to initiate the cinematic and when release it to get out of it, works on several different cinematics.