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.
Wednesday, 27 January 2010
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/