Game Design & Quality Assurance


Lighting, Physics & Basic Interaction

Today I had to go to Whitespace to work on my honours project. Frequent power failures in my village due to heavy rainfall have made 3D modelling and UDK work nearly impossible as even when saving often some files ended up becoming corrupted. To counter this problem I traveled to Abertay to work on the dual screen PC's in Whitespace.

Today's progress mainly revolved around removing the default weapon loadout, UI, adding in physics objects, dynamic lighting (toggleable) and testing other interactive mechanics. I started the work fixing a lighting issue with the walls by combining multiple wall panels in Maya before exporting them into UDK and replacing the existing walls. 

Smaller objects are now interact-able with the built in PhysicsGun. The objects have a higher mass than they normally would to depict the strength of the old man. The controls are left click 'pushes/prods' an object, where as holding right click on an object will allow it to be picked up and moved around. This mechanic could be useful for hiding objects behind others for the player to find.

Pictured above is a screenshot depicting where the light sources are, and also - if you have keen eyes - the custom collision mesh I had to create for the bookshelf. I was having issues with Autoconvex collision where the book collision meshes and the shelf's collision mesh were encountering problems. These problems lead to the books being 'ejected' from the shelf. Thankfully by implementing custom blocking volumes the issue is now sorted.

I also ran tests on adding hinged physics doors to the game, these would hopefully mean that opening cupboard doors and such would work in a similar way to in Amnesia. Sadly the tests did not work exactly as planned and more iteration on this feature will be required.

Alexander TarvetComment