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

tisdag 28 januari 2014

Group meeting
1/28/2014 12:30 - 14:00

- First person horror escape adventure in non euclidean space (in form of a maze)
- AI (zombies, ghosts), adaptive to your movement and as creepy as possible
 and adjust movement to non euclidean space, time dependent
- Sound cues depending on the environment (e.g. dark room, monster sound -> heavy breathing amnesia influences) , time dependent

lördag 25 januari 2014

First week blog

Group meeting
1/25/2014 11:00 - 13.30


- 11:00 - 12:00 Set up repositories, version control software (bitbucket + git) etc.
- 12:00 - 13:00 Idea discussion
Concept: Puzzle game with interactive objects, rooms with physics, sound effects
Themes: Software engineering (Matthias)
       Graphics (Vasileios)
       Multimedia (Axel)
              Physics (Guillermo)
- 13:00 -13.10
Set up blog http://simulationenginesproject.blogspot.se
- 13.10 - 13.20 
Name discussion, maybe Magma Chamber?

Hello World

#Yolo