Saturday, 13 November 2010
First Week Back In Newport
Thursday, 21 October 2010
Rotating Physics Prototype
This is an early prototype so there is a lot that would need to be changed. At the moment the physics for the block are not right and will need to tweaked in order for it to work better. It should also be possible to reset the puzzle if the player makes a wrong move.
Watch Video
Tuesday, 5 October 2010
New Level Structure
This Video shows the new Level structure. In the previous version the level structure was completely linear which was very repetitive and if a player could not work out a particular puzzle, then they would be stuck in that level. The new level structure will allow the player to select which level they want to play and if they get stuck then they can return to the main room and try a different one. This means the game is a lot more open ended the player has more choice and is less likely to stuck. It will also be less repetitive, as long as the level selection rooms are not all the same.
In this example the player has to complete all three puzzles in order to go to the next stage, but in later levels they will all be open from the start and they will only have to complete a certain number to progress (e.g 2/3 puzzles).
This level structure will also greatly improve work flow because it will be possible to work on individual levels then move them into the right place on the map without disrupting the rest of the build.
Saturday, 4 September 2010
Saturday, 28 August 2010
Sunday, 22 August 2010
Tuesday, 27 April 2010
Thursday, 15 April 2010
Second Enemy Puzzle
This is the second enemy puzzle fully working. It is quite similar to the other one , but it is more complex with more possible outcomes. We tested each enemy puzzle on a few people from our class and they completed it within a few minutes , but we need to test it on people who have no prior knowledge of the game. The enemy design also needs to be changed to look like something more threatening. Out of everything that we outlined in the design document the image construction puzzle is the only thing that we don't have a working version of. We should be able to get a working version by the end of next week. Our plan is to have a working build to show at Games Grad on the 29th of April
First Enemy Puzzle

Wednesday, 10 February 2010
Yellow Cube - Bridge Puzzle
In this example the player has to create a flat platform to walk across. As things stand this would not work as a puzzle because it is possible to reach the other side without creating a flat platform. If we design a full puzzle around the idea of using yellow cubes to create a flat platform, there needs to be a reason that the player has to move the cubes into a specific position. It could be the player has to get an enemy or an object to the other side. Or there could be a door that opens when the cubes are in the correct position.
Rotated Level
I have made a test in UDK to see if it is possible to rotate a level. There are a few different ideas that we could use this for, it could be used in a situation where the player has to reach a part of the level would usually be too high, or the player has to get through a door that is on the ceiling. At the time of writing we are not sure how this will be used and the main purpose of this prototype is to check if it is possible.
Thursday, 4 February 2010
Staring Point For Puzzle Using Yellow Cubes
When I was testing the yellow cubes I realised at the end of one animation you can trigger a new animation. This could make the yellow cubes more useful. Instead of there only being one position that the yellow cubes move into, the player would be be able to trigger one animation after the other and get the yellow cubes into a wide variety of positions. Being able to interact with the yellow cubes like this is not intentional in this level. However I feel that it would be possible to design a good puzzle where the player has to move the yellow cubes in multiple stages in order to get them into the correct position.
Multiple Cubes Level New Design
In the new Version I have:
1.Removed the two Red Cubes at the top of the level and made it one flat platform so the player has to use every launch pad . Also being able to see and shot the red cubes through the gaps is no longer an issue.
2.Added another row of cubes next to the first launch pad so that the player is lees likely to fall off the platform.
3.Made it so each yellow cube triggers a different animation. In this example the cube that takes damage is the one that goes out the furthest.
Multiple Cubes Level Original Design
The original design had a few problems. These problems where:
1.The red Cubes at the top of the level were visible through the gaps between the white cubes and it was possible to shoot the red cubes through the gaps.
2.Because the first launch Pad was on the edge of the platform, when I lowered it and tried to use it I would often miss the launch pad and end up at the bottom of the level.
3.The Yellow cubes only had one position and I feel the it would be better if each cube triggered a different animation so the player has to work out witch cube to use.
4.It was possible to get to the final platform by just using the first two launch pads.
Wednesday, 27 January 2010
Single Jump Pad Level
Single Jump pad level complete . This is a very simple level that will be used in the early stage of the game to demonstrate how blue cubes function.
Tuesday, 26 January 2010
Cube Movement In Three Stages

After looking at the Mastering Unreal book I realised how simple it is . It can be achieved using one matinee and a separate event track to stop and start each stage of the animation.


Wednesday, 20 January 2010
Paper Production Deadline and Critique
Now that all the pre production work for our game has been completed we can start making it. Our game does not involve creating many assets and we already know how to get a few of the mechanics working, so we should have a playable demo within the next one or two weeks. We need get all of the assets in engine make and sure that everyone is working to the same size before we do anything else. We can then get the cube mechanics working for the introduction levels first. I think that it is important that we test the game on people who have no knowledge of it to see how easy it is for the average player to understand how the game works.
Tuesday, 12 January 2010
Altered Enemy Path
Using the Unreal 3 engine it is now possible to change an enemies path in game. This is achieved using the matinee and kismet editor. In this example there is a cube on one side of the room that the player can use to block the enemies path. If the cube is raised, it blocks the enemies path and they turn right. If the cube remains on the floor, the enemy continues moving in the same direction until they reach the other side of the room. It has taken a while to get the correct Kismet layout for this to work . Now that we know how it can be done we should be able to use the same kismet sequence on most of the animations. I have already made a list of every possible movement for one of the Enemy Puzzles , but it would be helpful if I also created a branching diagram that demonstrates the order in witch each movement would happen.

Sunday, 10 January 2010
Door Prototypes
A few ideas for how the doors could operate. There are two sizes because a feel it would look better if the doors where always in the centre of the room and the rooms will be a variety of sizes. I personally feel that the for both the 2x2 and the 3x3 doors the last clips are the best. That does not mean that they will definitely be used , we could have a few different doors in the game and these are just examples.
Sunday, 3 January 2010
Game Audio
I spoke to my mate on news years eve and he said he would be able to produce the audio for our game. You can Listen to his music at
http://rawtactics.bandcamp.com/