Sunday, April 26, 2015

Final Attract Trailer


For the final portion of the racing game, I edited together some footage to create an attract trailer for the game.

Friday, April 24, 2015

My character with a cool sassy animation. The animation is not part of the final, but I wanted to do this sort of video to put them in the same video, so I got this animation from Mixamo.

Thursday, April 16, 2015

Arcade: Smash TV



Prioritized feature list

1. Player Locomotion: 8 way cross directions, shooting(Tim)

2. Enemy behavior: Move towards you and try to attack, no advanced pathing, can be solved with a find look at and movement. (Tim&Zaq)

3. HUD: Score, Ammo for special weapon, lives, notification of pickups (Note, Score and ammo are located in the level, not on HUD, but in ours it will all be on UMG) (Tim)

4. Player health and respawn, Pickups: 1 health point and 5 lives (Health and respawn: Tim, Pickups:Zaq)


5. Wall collision: walls block you; each has a door that is locked until you clear room


6. Game Camera: Top down, static per room and moves to next room as you exit. (Tim)


7.  Hazards: land mines, as you move on, more are present if appropriate. (Tim & Zaq)

8. Score: money, gold and presents and rewards (such as A BRAND NEW VCR) give you score. Most likely will involve an array with point values assigned and different 90s era rewards. (Zaq&Tim)


9. Companions: Some powerups give you short companions that hover around you as a powerup (Zaq)

Sunday, April 12, 2015

Need for Speed: Hot Pursuit Trailer





I chose this trailer due to two factors. Mostly, based on how well and efficiently it shows the new mechanic for this iteration of NFS where you play as a cop. Secondly because, like all my posts about Mario Kart 8, I legitimately really like Need For Speed: Hot Pursuit.

     The main purpose of this trailer, as exhibited by the title, was to show off the weapons that the police has access to. Throughout the trailer, you get to see each tactic of taking down a racer while seeing only real gameplay.

First, you see the easiest tactic and one that doesn't require any recharge and is available to both the racers and the police, which is ramming them.
   
Then you see the EMP attack, which requires steady driving and aim lock in order to hit. When it does hit however, it proves to be deadly.

After some more creative driving, you get to see the spike strip, something that gets exponentially harder to dodge the closer the racer is behind you. This shows that you need to be aware of all your surroundings if you want to successfully take down all those pesky racers.

I don't need to go over the entire breakdown of the trailer since the helicopter is a more effective and surprising version of the standard spike strip. Either way, you get to see all of the take down tactics (besides the Block, which is a row of squad cars to block the road perpendicularly) and see the game in action without all of the not so helpful but often pretty pre-rendered graphics that are so popular in many trailers. The trailer is able to show you an entire race in just under 2 minutes of gameplay that is only interrupted by actual in game cut-aways of takedowns, making it a very effective and concise showing of the game that makes you want to see and play more.

Wednesday, April 8, 2015

Speedometer/HUD research and mockup

My character is somewhat of a 1970s punk who drives a 1970 chevelle SS painted Taxi cab yellow. I want their identity to come through somewhat in the HUD without it being too much. Here is some of my research for my HUD.

I like Rockstar's simple and bold approach to the HUD, and aesthetically, it is very similar to the type I want to make, other than mine matching my car's make. Most racing games give you some sort of indication of your speed, but not all will give you numbers to match your speed exactly, and most instances of a tachometer are simply another aesthetic detail on the screen that for all games other than racing Sims, has no need on the HUD for most arcade style games.

Here are a few real world examples of that type of speedometer

This Speedometer is not one from a 1970 Chevelle SS, but I like it for its worn look and checker Cab logo. 


     Here is a mockup of how I want my HUD to look like, more or less


Wednesday, April 1, 2015

Sand blowing particle research and tutorial

       For my particle, I want to make blowing sand and dust in the wind. I used a combination of an official unreal tutorial and an eat 3d tutorial to make 1 first layer of my particle.

I used the Unreal tutorial to make an interesting material that can be dynamically affected by a particle system for X and Y offset.
The eat 3d tutorial I used to learn how to make it spawn in the correct manner, although their tutorial was for static dust, which while I cannot say if that will be 100% useful for my main particle, I wil msot likely use it for the more idle areas of my track (such as in the section of my track where you go through the gun tunnel, despite being a short section.)

I will most likely add on at least two more modules for the particle such as a smoke texture for the small shifting sands and also a dynamic material that acts as a sheet of sand.

Here is my visual target for my final particle once assembled, and the two videos I used to make my particles.