Thursday, 25 November 2010

Week 11: Adding more cinematic as we go along the game area of the map, making the use of angle FX zoom + More Fractured Static Meshes (Middle Walls Next to the Projectiles)

            Firstly Idea of adding a cinematic was basically to make the user(Player) to know where he's going and what next he has to do to achieve further goals. Inspired, advised by SONY ENTERTAINMENT group of Steve's colleagues, they had us convinced on our main perspective of our game and asked us how does the player know that he has to go through all this? Our answer to the question were very straight forward about the planning to put an cinematic effect and logs way of communicating to the player and letting him know about the consequences as well as tips where to lead and go further ahead.

Here is some of my work contribution of cinematic in the turret level:



1. First added the CameraActor, how I did the same with the intro camera cinematic.
2. Skipping ahead to the part where the player enters the room after opening the door, as soon as the player steps in one of my trigger, the cinematic then plays and zooms out from the characters and shows the walls surrounding the areas behind it.



3. Showing the circle, where all the characters need to be in it to open the last door of the turret level.(NOTICE that the camera zooms in to the white circle whilst the cinematic is played)

 
4.The next cinematic trigger which I have set up is for the turrets, shows the turrets through the camera's point of perspective and then the camera is shown towards the Cube outside, indicating that the box needs to be placed in between the projectiles (Turrets) in order to get past it.



 Adding Fractured Static Meshes in between the walls (Next to the turrets/Projectiles)
1.The first and second step involved is the same as the one which I  have mentioned earlier in my posts.



Image above shows the wall being broken into bits of chunks scattered around the surface leading to the second turret wall room.

2. Directly taking through some screen shots of exactly the same what I did with the RockFracturedStaticMesh



3. Adding a bit more detailed material - Green Blob. This material can also be seen in front entrance of the turret (tunnel level).






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