fredag 7 mars 2014

Study week 7

3 March - AI stuff added, enable/disable blur, sound and ambient music with i, o and p. Final pres

4 March  - Final presentation, more glow sources, portal rotation quickfix, distortion effects when colliding with monster, cleaned up repo.

5 March - before lunch: last touches to final presentation, after lunch: actual presentation

7 March - Going through git repo and doing a bunch of long overdue blog posts.


Study week 6

24 feb - working on glow, improved node loading, postional audio fixed, positional volume started

26 feb - started final presentation, fps controls fixed, portal pairs added

28 feb - insanity meter and agressive behaviour initial add, final presentation, multiple portals, ambient background music added.

Study week 5

17 feb - finished reorganizing modules to stop constant merge conflicts

18-19 feb - keep programming modules

19 feb  - guest lecture

21 feb - positional audio kind of working, nodes with json files

måndag 17 februari 2014

study week 4


10/2/2014 - 9:00 - 12:00
Presentation

12/2/2014 - 10:00 - 13:00
Programmed on various modules

17/2/2014 - 10:00 - 12:30
Reorganized our modules

söndag 9 februari 2014

Group Meeting
3/2/2014 - 10:00 - 15:00

Studying literature - Planning - Starting working in unity
Axel: Multimedia
Vasileios : Level- Maze Drawing, some textures, testing
Mattias: Player first person controller (walking-jump-looking)I
Guillermo: Portal physics


Group Meeting
5/2/2014 - 13:00 - 16:30

Planning of mid-course presentation.
Axel: Added sound effect to the monster (when the player looks at the monster)
Vasileios: Added the monster, experimenting with shaders, “hack” render to texture, dynamic radial blurring (increasing intensity as the player looks at the monster), mirror rendering (Individual work 7/2 , 8/2, to finish radial blurring, mirror rendering)
Guillermo: Non euclidean space, portal physics
Mattias: Added dynamic creation of nodes for use in pathfinding by moving a collider around the level and checking for the locations of walls and corridors.


Group Meeting
9/2/2014 - 13:00 - 16:30

Mid-course presentation final planning, wrapping up, merging jobs in unity

fredag 31 januari 2014

Group Meeting
31/1/2014 - 10:00 - 15:30

Project Plan - Individual Extensions

Presentation
1/29/2014 14:00 - 14:20

- Concept : First person horror escape adventure in non euclidean space (maze)
- Purpose : Escape the maze through non euclidean space and against increasing difficulty over time (AI, space)
- Non euclidean space (Antichamber, http://jayisgames.com/games/feign/ ) to give false perception and make it difficult and frustrating for the user to escape.
- Al (monsters) , path finding in the non euclidean space, time dependency (maybe become faster or more intelligent/aggresive over time)
- Difficulty rises over time, better AI , darker lighting, spatial changes, music more dramatic (amnesia: heavy breathing, motion blurring, sanity meter, reset time)
- Sound cues attached on the monst
- Scene : abandoned house/mansion, maze, narrow paths, small rooms, few objects to interact (flashlight, matches), minor puzzles just to escape some doors (keys, chests)

UNITY
- Software engineering: Object oriented, extensions, components, c# (Matthias)
- Graphics : 3d modeling of monsters, rooms, drawing scene, lighting, textures (Vasileios)
- AI : monster pathfinding in non euclidean space, aggressiveness, spatial changes etc
- Non euclidean space (physics): Varying camera position as we rotate it, (portal effect)  (Guillermo)
- Multimedia: Sound cues, Effects, Music adapting to the atmosphere and getting more dramatic as time passes…  (Axel)

Feedback

- Rendering from multiple cameras , skyboxes, cameras with different settings

- Effects that present non-euclidean space
- Map editor
- Dynamic lighting - shaders
- full screen shaders depending on time, visual effects
→ separate graphics effects
→ dinamic sounds
→ adapt gameplay to the changes
→ portal physics http://answers.unity3d.com/questions/60709/portal-physics-effect.html
→ ACM digital library