My experience was one of enjoyment and excitement doing particles in UT3. It was enjoyable because the endless possibilites it and it was all about trial and error. There were things that worked and such as many things that did work. But that is the beauty of particles. Seing something that works and looks like the real thing.
One of the aspect that i did find quite hard was to make the particlesa look at react as they do in the real world. I think some of my particles, look good but not great, but with more knowledge about how particles work, then the better it will become.
I based some of my particles on the inbuilt particles in UT3 (mist), but most were trial and error.
Overall i like it and would like to look more into particles in the future.
Friday, November 7, 2008
The Real Timers
Within Task 3 of this experiment we were asked to execute a gaming world which derived all the attributes of an animated virtual world. Within this design we were asked to effectivley establish and produce three very important elements which are currently known in the gaming world; these included: Matinee, Particles and Kismat.Using these elements and incorporating the base function of the task was an interesting excersise which lead to the wander of the imagination.
We decided to base our game upon 'Hide and Seek' and we tried to incorporate a theme of tagging to identify the winners from the losers. Within the theme of tagging we established a world of two teams. Once these teams were unleashed into our environment we wanted them to feel scared and wanted them to sense and feel hte excitement that was created by the game through there computer screens. Once the two teams are released they are on a mission to find the other team and destroy them. We did not really want to enchace shooting the opposite team so we created an environment with many sharp and false floors and high falls. We have a point system so once a player is eliminated they come back once all there team members are destroyed. This means that the team of the person left standing is classified as the winners for that particular round.
To create this atmoshpere we have incorporated many different technques of the three chosen elements, these include:
MATINEE: the movement and control of objects. Within our UT3 gaming environment Melissa incorporated many elements of matinee, these included:- Circular Transporters- Singular Lifts- Exterior Viewing Points- Automated Doors
PARTICLES: an extremely small constituents of matter, as an atom or nucleus. Within our UT3 gaming environment Craig incorporated many elements of particles, these included:- Snow Storms- Sand Storms- Mist Within the Building- Fog Outside the Building- Waterfall Outside the Building- Waterfall Mist Outside the Building- Rain- Lighting Dome
KISMET: the control of all additional elements within the Map. Kismet controls the functions of all the attributes within the Map. Within our UT3 gaming environment Danny incorporated many elements of matinee, these included:- Hidden Triggers- Light Systems- Teleportaion Mobility
We feel we all learnt alot from this task, and we have understood all the elements involved in producing a Map for a gaming world.
We decided to base our game upon 'Hide and Seek' and we tried to incorporate a theme of tagging to identify the winners from the losers. Within the theme of tagging we established a world of two teams. Once these teams were unleashed into our environment we wanted them to feel scared and wanted them to sense and feel hte excitement that was created by the game through there computer screens. Once the two teams are released they are on a mission to find the other team and destroy them. We did not really want to enchace shooting the opposite team so we created an environment with many sharp and false floors and high falls. We have a point system so once a player is eliminated they come back once all there team members are destroyed. This means that the team of the person left standing is classified as the winners for that particular round.
To create this atmoshpere we have incorporated many different technques of the three chosen elements, these include:
MATINEE: the movement and control of objects. Within our UT3 gaming environment Melissa incorporated many elements of matinee, these included:- Circular Transporters- Singular Lifts- Exterior Viewing Points- Automated Doors
PARTICLES: an extremely small constituents of matter, as an atom or nucleus. Within our UT3 gaming environment Craig incorporated many elements of particles, these included:- Snow Storms- Sand Storms- Mist Within the Building- Fog Outside the Building- Waterfall Outside the Building- Waterfall Mist Outside the Building- Rain- Lighting Dome
KISMET: the control of all additional elements within the Map. Kismet controls the functions of all the attributes within the Map. Within our UT3 gaming environment Danny incorporated many elements of matinee, these included:- Hidden Triggers- Light Systems- Teleportaion Mobility
We feel we all learnt alot from this task, and we have understood all the elements involved in producing a Map for a gaming world.
UT3 Map and particles maps
Particles Demo
Thursday, November 6, 2008
Draft Environment
Image 4
Image 1: Lagoon - Used for a place of rest and calm and adds character to the environment.
Image 3: Gates -Used as our starting point and the start of competion.
Image 4: Building - A general overview of our building. One can see that it ois very complicated and needs as much teleportation as required.
30 Second experiment video (Particles)
Here is a 30 second video of my particle experiments done in UT3.
Enjoy.
Enjoy.
fog and rain


Over the last couple of days, more particle have been placed within the model with light, rain and cloud on the top and an old english fog on the bottom. The reason for the fog is that it gives it more atmostphere and drama. Being hide and seek, it makes the task a little harder and much more fun if there is a little bit of fog in the air.
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