Saturday, 23 February 2013

Cargo Crash

A game developed by a team of 5 for our second year Game Development module. Carg0 crash is a third person jumping puzzle game, that requires the player to change suits and abilities using a RFID card reader. My main role was programming and implementing the main functionality into the game using Kismet and unreal script. I also took part in the design and basic outline build of level one.
 
One of the main mechanic of carg0 crash was the use of an RFID reader that change the players abilities/looks with cards that are place on the card reader.
 
//Checks to see if there is a change in the card reader, If so then the Kismet Seq_Event_RFID event will be triggered.
function Timer()
{
     local int i;
     local Sequence GameSeq;
     local array<SequenceObject> AllSeqEvents;

     GameSeq = WorldInfo.GetGameSequence();
     newTag = rfid_GetTag();
     if(newTag != oldTag)
     {
          if(GameSeq != None)
         {
               GameSeq.FindSeqObjectsByClass(class'Seq_Event_RFID',
               true, AllSeqEvents); //Finds the Seq_Event_RFID in side the level
               for(i=0; i<AllSeqEvents.Length; i++)
              {
                   Seq_Event_RFID(AllSeqEvents[i]).CheckActivate(WorldInfo, None);
                  //Send the Tage number to the Seq_Event_RFID in side the level
                  oldTag = newTag;
              }
          }
     }
}

//Changes the overlay mesh of carg0
exec function SetMesh(SkeletalMesh newMesh,int overlayMesh)
//Applys the suit overlay to the player mesh
{
     if(overlayMesh == 0) //Adds the selected overlays
     {
          CargoOverLay.SetSkeletalMesh(newMesh);
          CargoOverLay.SetParentAnimComponent(Mesh);
          self.AttachComponent(CargoOverLay);
     }
     if(overlayMesh == 1) //Removes the overlays
     {
          CargoOverLay.SetParentAnimComponent(Mesh);
          self.DetachComponent(CargoOverLay);
     }
}

 
 

Brains Eden Games Jam 2012: Ascend

Ascend was created for the 2012 Brains Eden Games Jam in a group of 5 representing Anglia Ruskin University. I was one of two programmers for the team, and created the basic movements for the player and the enemy for the game. The goal of the game is to ascend from hell to heaven before the black smoke catches up to you.
 
//Fixes movement to the direction of the camera for moving Left & Backward
else if(Input.GetAxis("Vertical") < 0 && Input.GetAxis("Horizontal") < 0) //Left Backward
  {
       move += Vector3(Input.GetAxis("Horizontal") / 2,0,Input.GetAxis("Vertical") / 2);
       transform.rotation = Quaternion.Euler(0,Camera.mainCamera.transform.eulerAngles.y,0);
  }
 
//Change the volume of the smoke sound depending of the players distance for the smoke.
function smokeSoundUpdate()
{
     var resultA : float;
     var resultB : float;
     var volume : float;

     resultA = (cloudEnd + cloudPosStart.position.y) - cloudPosStart.position.y;
     resultB = playerPos.position.y - cloudPosStart.position.y;
     volume = (resultB / resultA);
     if(volume < 0.2)
         volume = 0.2;

     cloudMusic.audio.volume = volume;
}
 
 
 



3D Modeling & Animation: Star Wars

 For one of my modules I had to create a Star Wars animation that lasted 30 seconds using 3 or more models that I had to create.
 
 





Global Games Jam 2012: Dark Side of the Abyss


Dark Side of the Abyss was created for the 2012 Global Games Jam in a group of 3 representing Anglia Ruskin university. My role in the team was to create the graphics and models for the game using Photoshop and 3Ds max. I also help out programming the user interface for the game.