Thursday, April 28, 2011
Compelted!
To Everyone!
Considering the fact that Dan and Dave have my number, Alex my cell # is 586-563-3622. Call me anytime you have questions
Dan Ryan
Saturday, April 23, 2011
Final Flow chart
Saturday, April 16, 2011
Update...
So what I'm getting at is I'm going over all the work you guys were supposed to of done. Albeit you guys did do the work, but the problem that I'm running into is having to redo all of it myself. So in lieu of that I have a new assignment for you guys. For the next week assignment I want you guys to complete the virtual environment presentation, Dan and Ryan specifically. David continue to work on that code, there is a lot to be done before we even get to a good play test.
I expect to see in this presentation, some concept art of the look we are going for, a mood board of sorts. Images that pinpoint our look and feel of the game and the environment we're playing in. The museum is a modern museum, so its going to have more of a modern layout than a traditional museum built in the thirties. Some screen shots of what our level currently looks like, and include the level layout map to make it clearer. Also some examples of modern museums to show a taste of what we're going for. Images from Night at the Museum may be a good place to start since it takes place in a museum at night.
Dan I'd like to see some concept art on the level, sketch out some quick ideas of what the level should look like, not like the layout map but you know what I mean.
Ryan make some concept sketches of different trinkets that the player will be able to steal. We will no longer be stealing paintings.
Also the story has been reworked. The main Antagonist is now a female and she works for interpol, she is in fact dating our protagonist and doesn't know that he is the thief she has been tracking down all this time. When I complete the new doc you will see in full detail as to what I'm talking about.
Speaking of which! we now have a dropbox account! USE IT! I don't want any scares like we had in class today. so any files you're working on add it to the drop box and keep it updated so we all have access to it from any where. Which gives me the opportunity to see the progress we've made as far as the assets that I've assigned to everyone (final asset list is in drop box). So Ryan, Dan, and David, anything and everything in the dropbox so we can all see who is doing what.
Lastly, we will be having a playtest and this presentation. there will be no leaving early! so plan to stay all day next week, and I believe the week after.
That is all I have for this post, remember to look over the final asset list to see what you've been assigned and get to work on them on top of what i talked about today.
Saturday, April 9, 2011
Game Object
David, Alex, Ryan, Dan
GAME365 - World Building
Milestone 2
Marie Broyles
Game Objects
Overview:
218 years after the original Golden Fleece of King Louis XV was stolen and broken, it was reconstructed and presented by Herbert Horovitz. This now reconstructed piece is being moved to our museum for a viewing event. Using only his wits and a flashlight we will be making an attempt to steal the amazing piece of history. Along with the reconstructed Golden Fleece on display is the Maire-Antoinette Blue Diamond and earrings. Though also very valuable these items will only act as a bonus to the steal able items.
Here are some art references;
First items that can be stolen:
The Blue Diamond

The Earrings

The Flashlight:
You will hold this flashlight for duration of level. It may be needed on other levels to advance to new areas.

Then the main Item for this level:
The Golden Fleece
On our map:
If player is seen while in the brown circle area then the doors will remain shut. If you remain detected longer than 10 seconds then game is over. You will need to start over.

AI coding:
This is the movement code for the AI – shows wall detection and then will turn around 180 degrees – this is for the first and third enemy room areas
var turnSpeed : float = 5;
var speed : float = 10;
var distanceToGo : float =5;
var leftOrRight : boolean = true;
function Update(){
if(Input.GetKeyDown(KeyCode.E)){
if(leftOrRight)
leftOrRight = false;
else
leftOrRight = true;
}
var hit : RaycastHit;
var fwd : Vector3 = transform.forward;
if(Physics.Raycast(transform.position, fwd, hit, distanceToGo)){
if(leftOrRight)
transform.Rotate(Vector3.up, 180 * turnSpeed * Time.smoothDeltaTime);
else
transform.Rotate(Vector3.up, -180 * turnSpeed * Time.smoothDeltaTime);
}
else{
transform.Translate(Vector3.forward * speed * Time.smoothDeltaTime);
}
}
This is my work in progress on player detection / attack
//Move to or attact a target
var target : Transform;
//movement speed
var moveSpeed = 2;
//rotation speed
var rotationSpeed = 4;
// distance to detct attack/detection
var attackThreshold = 6;
// distance to start movement to player
var chaseThreshold = 10;
// distance for enemy to stop going to player
var giveUpThreshold = 15;
// delay in process on attack/detection
var attackRepeatTime = 0;
var explosionPrefab : Transform;
//current movement to player is false
private var chasing = false;
private var attackTime = Time.time;
// the enemy
var myTransform : Transform;
function Awake()
{ myTransform = transform; }
function Start()
{
// this coild be the detection to player
//target the player target = GameObject.FindWithTag("Player").transform; }
function OnCollisionEnter(collision : Collision) {
//The detection of possible hits (will use seconds of time once make that code
/*countenermyhits++;
if(countenermyhits == 3){*/ Destroy (gameObject);
//} }
function Update ()
//Still working on this part for an update of current actions
// While have in real time process soon
{ // check distance to player
var dist= (target.position - myTransform.position).magnitude; if (chasing) {
//rotate to look at the player ----
myTransform.rotation = Quaternion.Slerp(myTransform.rotation, Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed*Time.deltaTime);
//move to the player ----
myTransform.position += myTransform.forward * moveSpeed * Time.deltaTime;
// if enemy is now to far away ---
if (dist greaterthan giveUpThreshold) { chasing = false; }
// detect if close enough ----
if (dist lessthan attackThreshold && Time.time greaterthan attackTime) {
// Attack/Detection Start ----
Instantiate(explosionPrefab,transform.position, transform.rotation); Destroy (gameObject); attackTime = Time.time + attackRepeatTime; } }
else {
// start chasing if target comes close
if (dist lessthan chaseThreshold) { chasing = true; } }
}
Work cited:
http://factoidz.com/the-fabulous-jewelry-collection-of-marieantoinette/ (both images and descriptions’)
Sunday, April 3, 2011
NEW IMPORTANT ASSETS
Saturday, April 2, 2011
The Design Doc
The Asset List
3D art design, this is what we're looking for!
Benches, Chairs, office chairs, security monitors, surveillance cameras, trash cans, indoor flowerbeds, Display cases featuring different types of art, sculptures/statues, paintings, picture frames, vending machines, water fountains, signs (signs that point out events, or areas the player is going to such as one direction to an old century art exhibit and one way to a medieval art etc.) chandeliers, lights, pillars, catwalks, drapery, tables, desks.
This is just a start, if you can think of anything else add that to the list as well. Things in bold are a must have asset, so those should be done FIRST.

