Monday, September 16, 2013

Assessment 1 - Submission

Link to my level:


https://www.dropbox.com/sh/ejq1nxbeq5mtd2w/3D6ORoZHMC

Link to my trailer:
http://youtu.be/NykC7hBGdRY

WEEK 06 AND 07____________

Over the last two weeks I have been continuing to add vegetation, particles, entities, etc into my level. I have found that I have learnt a great deal by watching Pinto's tutorials as well as looking through the singleplayer "Forest" (Forest_winter) levels already available within Crysis. This has helped me go into a greater detail and teach myself how to use particular tools that I otherwise would not have considered.

In creating area triggers and TrackView scenes that create an ambiance and mood for my environment by triggering sounds/music and special effects I followed some of the flowgraph examples that Russell posted on the coursework folder, as well as completed various tutorials on the freesdk/crydev website.. Flow graphs have taken me a while to get used to but after following some tutorials on the website I have managed to overcome any difficulties. The trackview is something that took me quite a long time, due to its tediousness however the quality of the final clip is far greater than using fraps. Additionally, I used flow graphs to create highres screenshots within Crysis however I was unsure which filepath to save the xml files in and consequently stuffed up all my work various times.

The music and sounds really animate the whole scene and give it some life.

 http://freesdk.crydev.net/display/SDKDOC2/Triggering+Audio+in+game#TriggeringAudioingame-Triggeringinthelevelitself

This area triggers a waterdrop effect on the screen of the player when entering the Areabox near the river.

I have created numbers SoundEventSpots throug-out my level to give it more character and details. This particular one gives the sound of flies buzzing around the barrells.

This area triggers a gust of wind as a player passes along the road. There is also a SoundEvent with a wind sound effect.

Various particles, entities, sound objects, etc have been placed in clusters at the main attractions spots within my Island. It is these clusters that are meant to draw the player to the area.

I used custom algae and moss decals with the letter "R" and number "4" along the rivers beds of my levels. These decals are projected onto the rocks and landscape so are therefore sometimes distorted - I guess this adds to the concealment!


Adding a Spawnpoint flowgraph was one of the easier ones to get working.

Although visually very simple, I did have quite a few problems getting the water drops on screen effect to work within my level.



This is a simple flow graph for the track view scene.

Following the tutorials I managed to create a smooth track view scene.