Wednesday, 27 January 2010

MY WORK(DEMOS)

COMPLETED DEMOS

UNREAL TOURNAMENT 2004 TOTAL CONVERSION: FAMOUS FIVE ON TREASURE ISLAND
walk through video of the complete demo:


SUMMARY:
This is an unreal tournament 2004 total conversion based on the book Famous Five On Treasure Island. This is an action adventure game and so far the demo features two levels. The first level is designed to be a tutorial level which is intended to help players familiarise themselves with the controls and gameplay. In the game the player is able to switch between playing as a dog and playing as human character. Speaking of controls, the game uses an Xbox360/Windows controller and a summary of the controls are: the left thumb stick is used for moving forward and back, the right thumb stick is used for turning and looking around(orientation), Y button is the action button used for opening doors, talking to people and moving objects. The A button is used for jumping, the X button is used for viewing controls and hints whilst playing the game, the B button is used for crouching whilst playing as the human character, RB button is used to switch between the dog and the human player at any point in during the game. The D-pad button Up is used to switch the flash light/Torch on and Off. D-pad Left is used for ordering AI dog(thats if player is playing as human character) to Stop/Follow. D-pad Down is used to order AI dog to jump. The second level is based on the last chapter of the book were the player must follow the bad guys without getting caught and lock the in the treasure room. For more on the development process and design information please read the blog posts labelled as "Unreal Total Conversion: Famous Five Game".

3D SOFTWARE RENDERE:DEMO SCENE
Video of the demo scene demo:


SUMMARY:
This was a class project. The idea was for us to build a 3D software renderer from scratch in C++. This involved building our own matrix and vector classes, our won camera class aswell as our own custom rasterizer class. The models used are MD2 models thus we also had to use the MD2 loader file. The other part of the project was to comeup with an individual demoscene using our software renderer. The specifications were that it had to be original, creative and entertaining aswell showoff all the features implemented in our renderer. My demo as seen in the video features wireframe drawing, flat shading aswell as gouraud shading. It also features directional lighting, ambient lighting and point lighting. The objects in the demo are tranformed(scaled, rotated and translated) by the music's frequencies. For this I used a sound software API known as FMOD. For more on the development process of this demo please read the blog posts labeled as "3D Software Render".

EARLIER WORK
XNA:Enigma

Enigma, is a prototype game I developed in my first year using Microsoft XNA platform. As seen in the video its a scrolling top down shooter with a twist. The twist being that its a co-op game. The game uses Xbox360/Windows controllers and so far features two levels. In the first level both players are on one aircraft. Player one controls the aircraft interms of movement and orientation using the both the left thumbstick and the right thumbstick, aswell as activates shields using the B button. Player two on the other hand fires the two cannons. The left thumbstick is used to rotate one cannon and the right thumbstick is used to rotate the other cannon. The left and right triggers are used to fire each of the cannons. So this part of the game does need quit a bit of coordination.

The second part of the game is split screen inwhich both players must progress through waves of enemies and mini bosses. If one player dies then its game over. In this mode the controls for both players are identical with the A button being used for firing cannons, the B button being used for activating shields and the Left thumbstick being used for moving the craft. The only difference is in how each of the aircraft look, the type of cannons each one posses and their shield types. This difference was only used to give each player their on distinct personality but otherwise they both deal and recieve equal damage.

Monday, 18 January 2010

COMPLELTE

My 3D Software rendere Demo scene Video:

Looking back now that the demo scene is complete, writing a software renderer was quit exciting and very interesting. Coming up with a demo scene was even alot more chalenging seeing as creativity was required. Having pulled it off i am rather pleased with the results. Ofcourse it wasnt all smooth and like in every other project there were bumps along the way. Firstly the math involved was quit overwhelming at times, interms of getting my head around it. But this wasnt the biggest of my problems. What I found difficult initially was the fact that we were using C++ for this project and having never used C++ before for such a complex project, learning how to do certain things was quit a challenge. We had to use linear interpolation quit alot for this project. Understanding the concept of how this worked wasnt that much of a problem it was implementing it in C++ which I found to be quit challenging. Ofcourse after sometime I began to grasp the language, and obviously having only used it for several months I am still learning and I have a long way to go interms of mastering it but I now feel that I am competent enough to use it to the best of my abilities.

During the project I did have one huge problem which took me 2 weeks to solve. In a nested loop I typed in the wrong variable which made the entire program behave in a very strange manner. All my models appeared to have missing ploygons thus not all the polygons were being proccessed. This was very difficult to spot and as a result I wasnt able to proceessed with the project until this problem was solved. eventually(after 2 weeks) the problem was solved but alot of time had been wasted and as a result i did not implement some of the things I was hoping to have in my demo such as texturing. The other problem was that I was left with very little time to come up with an actual demo scene. But in the end everything worked out, not according to my original plan due to the issues stated but it all came together. Its has been an interesting process and I enjoyed every moment of it, even the frustrations. I learned alot of amazing things during this process. In future however i would think about the demo scene as early as possible, seeing as this time around I underestimated how it might take interms of coming up with a creative idea. As a result I left the planning for last and this proved to be more difficult than I initially thought it would be. For future development I will implement texturing, as I was not able to do so.

LOOKING BACK

Video of complete game:

Now that the demo is complete, looking back the development process wasnt completely smooth. To begin with I had a lot of problems trying to understand how unreal script worked. It took about three weeks to get my head around it seeing at this point this was the biggest code base I have had to work with thus far. This was a quit a challenge in itself. One major issue which I now realise set me back several times and might have even cost me quit abit of time was the fact that through out most of the development process I kept changing quit alot of things in my design document. Most of these changes were a result of realising that I might not be able to include everthing that I had originally planned to have in the given time frame. Some things had to be removed and as a result other things had to be included aswell. For instance originally I planned to have atleast five levels in the game. But I ended only including two of the five levels I originally plannned to have. In my original design I planned to enable the player to be able to switch between all five of the characters. Each of these characters would have distinct abilities, which would force the player to have to each one at certsin points in the game. But in the end I only ended up just having one AI partner(Timmy the dog) and the player could switch between the human character(Dick) and the dog on the fly. However the catch is There certain places the dog can go and only the human character is able to open doors and and interact(talk) with other NPC's in the game.

The other reason as to why I frequently deviated from my original every so often was due to the fact that once I managed to get my head around unreal script and unreal editor I realised that I could implement quit of things that would make my game look that much better quit easily. most these things were not in my original design, for instance in my final handin I included the ability for the player to issue orders to the AI partner without having to take control of him i.e. ordering the AI partner to stop, jump.

Although I did make quit alot of changes to my design I am very pleased with the changes that I made because in the end they made the game that much better than it would have been. Ofcourse the trade off was that I did lose quit abit of time make these cahnges every so often, time which I could have probably used in polishing up the game but most of these changes were to a certain degree neccessary. In future however as lesson learned from developing this game, it would be wise to carefully plan my design and stick to this design asmuch as possible. All in all I am very happy with how the game turned out, it turned out better than I expected and I enjoyed every moment of developing this game. For future development I would most certainly like to include the levels that were originally not included.