Tuesday, 13 January 2009

Scripting 2 Final Blog

When it comes down to producing a large piece of work for any of my modules, I have got into the habit of leaving it to the last minute. With the final piece of work for the scripting module, this habit continued. With out a shadow of a doubt me and Shen left it too late. All the ideas we had where thrown out of the window just to produce a piece of work which met the required standard. I know I have got to get more consistent with my work load and spread it out across weeks rather than days.

All though we did rush it in the end we both worked well together and worked equally to produce the final piece. Shen is a motivated guy and defiantly lifted my sprits once or twice when the chips were down.

At one point in creating the piece I decided to copy and paste are scene manager out of the level to make it easier to test the pop up targets. I will never do this again, as the scene manager deletes all the actions and scenes with in it if coped from one map to another. I only found this out 3 hours before the deadline, safe to say it made for an exiting finish.

If I was to do the module again I would start the project much early, so that any problems could be ironed out way before the dead line. Also I now know how to script and use the editor in a much more effective way, so second time round i am sure it would be allot easier.

Tuesday, 25 November 2008

Games Scripting 2 – Overgrown assignment review

I have been using Unreal ED for 2 years now and find creating levels relatively easygoing, but this is the first time I have tried to effectively script bots in the 3D environment. To get my head around this part of the editor I used Brian’s walk through at first to establish an idea of what I could and could not do. Then I moved on to using the big red book to increase my knowledge and understanding.

I did create my story board and my Visio map before I created the map and cinematic sequence; I understand that they do not match up to what I eventually created. This was due to my lack of experience using the tools for the assignment. I can imagine that I will be marked down due to this.

I did encounter a few difficulties mainly with setting up the A.I. Script, bot and first path node. But when I eventually figured out where is was going wrong the rest of my sequence was relatively easy.

I found it difficult to get bots to shoot at each other and I will spend time over the coming weeks to get over this problem.

One thing I did get to work well was the slow-motion option in the matinee tool. I really enjoyed creating this part of the video and will be using this in my further work.
One thing I have learnt is how long it takes to create the scripting sequences, I didn’t allow enough time in the end to reach the 1.50 min time constraint. So I future assignments I will make sure I allot enough time for it. All in all, I think my final piece was a short but good example of an action sequence. With my new knowledge I should be able to create a very good piece for the final assignment.

Wednesday, 29 October 2008

Machinima Museum Piece

Hi,

This was my first attempt on my own to produce a UT2004 short video. I found the experience to be really fun and enjoyable. I slapped on some music and really found my rhythm when creating the video. What I particularly enjoyed was getting the video the flow seamlessly. One of my pet hates is videos in games that change camera angles suddenly and glitch at bizarre points; I can safely say my video had none of these attributes.

First of all I decided to create an Egyptian level purely because there is a lot of static mesh and textures available for such a level. This would make creating the level fast and would only take a short amount of time so I could focus on the video. I spent 4-5 hours on the level creation and about the same for creating the video sequence.

I did not attempt to attach a storyline to the project as it would distract from the main interest of the video itself, but I did want there to be a sound track running through out. On my home PC I wanted to add the track form Moby’s album play entitled rushing, due to technical difficulties I ended up using one of the standard tracks in UT entitled KR-Ghosts-of-Anubis. This track in retrospect that works better than the one I had chosen because of the Egyptian them that runs through it.

One of the things that Brian and the rest of the team noticed about my video was it came across very samey. Although I agree the camera angles were similar for each exhibit I do think that it show cased my skills as a level creator and now machinimator.

For my next attempt I will defiantly mix up the shots and use the tools to really create a powerful piece. This is going to be the start of something great; I am really looking forward the rest of this module. I can’t wait to get some NPC interaction going on to really add even more to my Machinima skills.

Lewis Drinnan

Machinima Presentation Evaluation

Hi,

Here I am going to discuss how; the short Machinima presentation went, evaluate my performance and finally evaluate the group’s performance.

The entire group worked well together, we were quick to divide the work between each member and all group members produced sufficient research for the slides.
Peter and Mathew presented our presentation; I think it would have been more beneficial for the audience for Peter and Mathew to practice the presentation.
Although the presentation was “off-the-cuff” I think they did very well in conveying are research to the audience.

In retrospect I think are slides were a little inconsistent, they lacked cohesion. This was because each member produced the slides individually. Although we did vet each slide and made sure fonts, size and colour where the same we did not look at content. Two sides in particular had far too much written content for the audience to absorb.

One point raised in the group discussion was that some text was difficult to read because of the colour of the font. For my next presentation these will be a priority to get right.

Personally I think the grade we were given matched the effort we put in as a group.
I will be more accurate with my presentation in the future and make sure that all the little details are correct; this is the main reason why we did not achieve a higher grade.

Lewis Drinnan

Tuesday, 26 February 2008

Paper 2 - Girls and Gaming: Gender Research, “Progress” and the death of interpretation

The authors might have a point about gender research being on sided but I haven’t been to other sources to find out if the opinions hold any truth. The paper itself does read like an academic paper but is a very confusing piece of writing I had to re read the parts of the paper to gauge an understanding of it. From the paper I found out that girls like to play games, they like to play the way boys do but encourage each other rather than beat them down. I have told you what the authors explained in 2000 words in 20 words, the word ramble springs to mind. All in all it is a very interesting research area for games designers to understand but seemed more of a well constructed rant rather than a well constructed convincing paper.

Lewis

Paper 1 - Designing Games to Effect Social Change

I found this to be a very interesting academic paper which proves that games technology and experience could be used to help teach and explain complicated problems. I agree with the paper in that most people are active learners and learn by doing, games would defiantly help the existing education establishment further its expertise.

Games for change has a nice ring to it, but really seems a very shallow and broad comment to make. Social change only happens on great scales when entry city’s, countries are shocked enough into action. Can games do this? Can some thing which is “real” change the opinions of a nation? Individual I think games can affect opinions, but it is a very egotistic point of view if you believe your game can effect social change in anyone.

Games designers would they be called that anymore? Or would teachers be a more appt title. Educational Games will not replace existing teaching methods but enhance them.

Lewis

Wednesday, 13 February 2008

Games and level design 2

I have pulled out of Brian’s magical hat a word which I am struggling to think of creative ideas for. But we must strive on; I have found definitions of the word in the oxford dictionary which only elaborates on what I knew already.

This task is only worth 5% of the overall grade but I want to see if I can pull something creative out of my bag, I'm going to have to sit and think about all the possibilities. I have order a book of the interweb which will hopefully help me get my Hammer editing skills of the ground; I hope to get a rough idea of the overall look of my room bye the end of the weekend.