Tuesday, January 19, 2016

Maze of the Forbidden Carrot







In the Maze people disappear, no one knows why they do. Every person who enters the maze never comes out. There are all sorts of people who attempt the maze some are tall, some are short, some are fat, some are thin, some are woman and some are men. the only thing they have in common is the hunger for the forbidden carrot.

My Maze



I thought this was by far the best thing we have done in this class. My maze was really awesome to make.But the thing I don't like about my maze is that the floor is glitchy because I added to many textures. I do like it though because it makes the floor look really cool.I feel like my maze could be used for a sniping battle in a call of duty game.






Undertale


This weekend I bought Undertale after hearing about it online and how it is such a great game. I started playing it and was delighted that the tag line was true. "The RPG game where you don't have to kill anyone!" The game had a happy tone, and I decided that I was going to save everyone in my first play through. But that is the draw, it was up to the player to decide who will live, and who will die. Each play style has its own draws, with the player have the control of how the game plays out. If the player decides to kill everyone, then it would feel more like an older RPG where you have to grind in certain areas, but after a certain number of monsters, they would all be gone, none would be in the towns, or fight you anymore, and the atmosphere changes to show what you have been doing. If you save everyone, then towns are filled, and you can even friend people who you thought were your enemies. That is why Undertale is great, since it is the first RPG where no one has to die!

UDK Maze

Making a maze with UDK was pretty fun. The repetition of making the walls showed me the actual amount of time it takes to make something as simple as a maze. It gave me a new view on game development. The maze I created was somewhat bland and lacked eye catching features, this is mostly because I ran out of time to add aesthetics. Although as simple as it is I like the simplicity and somewhat unfinished look of it. The only thing I dislike is how short the maze is, I wish I had more time to add to it. The goal behind my maze is to find  a magic sword that is in the possession of the greatest warrior ever to exist. 






  
 




My maze was very fun to make. I made many changes as I continued building it, but my main idea stayed the same. I wanted it to be difficult to solve, but to have a rewarding ending. I tried to make the ending area as pleasant and peaceful as possible, as opposed to the bleak colorless maze area. I wanted to add music as well as footsteps to the game, and possibly even enemies, but I didn't have enough time. I really enjoyed using UDK to make this game, even though at first it was a little intimidating, I became comfortable with it after a while. It became pretty easy to use for the basic level design that I was doing. This is the project that I am most proud of from the entire year. 

Maze

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This is the view at the start of the maze. It almost looks like a dead end, but it isn't.

After rounding the first corner, you find this. There are many paths, only one will work. 
This path is the one that works.
 This path is a dead end.
This is the end of the maze.
This is a top view of the entire maze.

The maze is more difficult to solve in this format than it would be as a two dimensional maze. This is likely due to the lighting. Dead ends and openings appear very similar. In addition, you don't know where you are trying to reach, as the walls are blocking it from your view.

UDK maze

Working with UDK was different than any other game creation engine than I have worked with before. It was much more powerful than Unity, which was interesting to be able to have a stronger engine, but it was much more complicated. Learning the basics was interesting, but to be at a professional level would take much more time than we had, which was a problem because then there wasn't enough time to learn how to use kismet. UDK was a great engine, and after I figured out how to use it, I could do so many more things than I had thought. Making a maze was a challenge to me, since the way to add objects was much more complicated than other engines, but the mechanic was set up so you can make much more intricate shapes, which was something that made it a joy to work with, since it made it possible to fill in tiny gaps that you had missed without layering over the previous objects. Overall, it was fun working in UDK, and I would like to spend more time learning how to use it well.

UDK Maze


Its a maze, its got two floors the floor on the first floor is water.  its dark and it has creepy ambient sounds.  Its not hard to solve it could be better, honestly I was very annoyed with the udk editor.  The developers could have made that software way easier to use but I guess that wouldn't be enough fun for them. There should be more floors, more skins, better lighting, and more twists and turns in the maze.  It should be harder to solve but I'm just not good enough at using the software to make it a better maze.  I wish there were trees or mobs or something.  But I don't know how to do either of those things so...The water floor is okay I guess but I feel like its too distracting because the water keeps shifting and while that's creepy and I was going for creepy, I feel like there's too much going on in the floor and not enough going on in the maze itself.  Its just not mentally challenging, it could be level one in a much bigger game but there aren't any other levels.
I made a map for UDK of ancient ruins check out these photos. In this map, you wake up finding yourself in the 23rd demension. You can't use the ancient weapons that are lying on the ground because you don't have enough fragments for them.