Monday, October 18, 2010

Final Video - Experiment 2 - The Porosity Lens

Week 6 - Task - Screenshots

These are just some shots of the final video as you can see many blocks are set up in a certain order, like a domino effect, as the player moves towards the block it will move to a different position allowing the player to get through a cleared path.
This presented is the form of sensor-ed movement with an AI, showing the relation as to how a certain individual moves through the obstacle course.
The type of environment presented cant really be seen within these photos, but the environment being used in the video is a storm type environment with rain showing to enhance the environmental setting.
As shown within this photo as you can see a structure in the middle, this is how im going to present one of my nodes, within the previous tutorials theres one node called the rotation and within this node, vector nodes have been added in addition to how a certain object moves when an AI is moving on one of the main axis's, i have used 2 main AI's in presenting this type of movement, as they move in a certain direction they object moves with it creating a different rotated position.

As shown within this picture the original town hall structure has been edited, with all the beams in different positions of the world portraying a playground like obstacle, the train tracks are used as paths around the world to create a main path for the AI movement.

Monday, October 4, 2010

Week 5 - Independent Study - Tutorial Subject - Research Assesment



With the continuous use of Crysis Sandbox ive decided to concentrate my tutorial subject mainly on proximity triggers, for this is a fundamental technique within the relations to movement and interactive behaviors of AI within the system.
With this subject, compared to the last experiment it mainly focused on the creation of flow graphs and understanding different ways in combing different nodes to create something of use, something that is triggered, spawned or for just simple movement within an environment either with and AI or an object or entity.
The researching of the flow graphs were difficult to find, and if found it will be presented in the most simplest way with no elaboration or explanation on how things are to work, but with help with some of the video tutorials online and students doing the same course, i had found that using a node was not only simple, but also understanding.
The tutorial itself i will be describing proximity triggers, as to when an AI or the local player gets into a certain area, something in the world will either move elsewhere or an entity will be used to create what is triggered. Objects will not be created within sketchup, i will use the objects in sandbox and use them as different entities for the relation of the proximity trigger to the user, with this tutorial, it will reach out to the user to create a move better understanding to proximity triggers.
Ive decided to focus my tutorial on the concept of proximity triggers for during the time of this assessment there where so many unanswered questions and it could not help the minor problem i had seen, so with further more understanding of this node, it will be explained in the most simplistic way with the combination of different nodes put together.
This will be a straight forward tutorial but it will have the effect of ones user of the understanding of proximity triggers.

Week 5 - Custom Sounds + Draft



This is just a 30 second video of my final experiment, just a draft explaining the rotation and movement relations to an AI.



Description:
Sounds from sandbox with the use of an input key.

This is an example of Vinh's tutorial, but within this video i decided to use the existing sounds in sandbox 2, i used 2 types of sounds and made the main trigger the house as i enter it, the keys that i used to activate the sounds are 'O' and 'P'.
With this tutorial i was having problems in playing my sounds in sandbox, i had exported the sounds though when i built it into sandbox the sound would'nt play, this is something to further look at.