Thursday, December 9, 2010
First prototype
Must
- level initialization v
- player spawn point v
- enemy spawn v
- enemy drops weapon when killed v
- level win state (door opens) v
- Rocket launcher spawn point v
- Rocket launcher destructible v
With Toms help, I also managed to add a system that lets the enemy bots patrol between multiple waypoints. The system only works with one bot now, should be compatible with multiple bots soon.
Note: The current prototypes function is to prove that the mechanics are operational en playable. There is no actual leveldesign yet.
Tuesday, December 7, 2010
To physics or not to physics
To fake a physics object I converted the box to a mover object and animated it falling in matinee. The animation is triggered by the use function (press "e" when in range). Luckily there is an event in kismet that can hit test a mover what makes it possible to add damage.

I'm now trying to create a (kismet)script that traces the bots in a the level, zero bots should open the door to the next level.
The second option is to make the bots guard a key that opens the door to the next level.
Monday, December 6, 2010
Mock Exam coming up
I plan to divide each day in two parts,
- morning/afternoon (9.30 - 16.00) Prototype building
- afternoon/everning (16.00 - 20.30) Writing Supportive narrative
Prototype
Although the physics behavior is not satisfactory yet, I can't permit to get stuck on one mechanic. This will week I build the other mechanics and ground rules first.
To build list (for this week, the build list for the final product has other priorities)
Must
- level initialization
- player spawn point
- enemy spawn
- enemy drops weapon when killed
- level win state (door opens)
- Rocket launcher spawn point
- Rocket launcher destructible
Should
- level lose state: player re-spawns and the level resets
- reset level function
Could
- Improved physics behavior
- UT double jump and dash mechanics disabled
- Rocket jump
Luckily I have build most of the must be mechanics before so that should rule out the possibility of a show stopper.
Supportive narrative
Although I have taken a lot of notes and did some writing the over the last period I didn't start writing my supportive narrative yet. I plan to use the layout of my old supportive narrative and will be rewriting it of course. This weeks writing should cover the introduction chapter and the first part of the first chapter. More details on that later this week.
Presentation
I will be making the presentation itself during the following weekend. I plan to make the presentation very visual and visual like a pecha kucha, although i don't intent to use a 20 second per slide time limit.
The presentation should include:
- an introduction to my research subject
- research question(s)
- current results
- prototype introduction
- prototype concept render movie
- prototype UDKdemo movie
- planning? (end date is still unknown)
That's all for now. I'll keep you guys posted.
Last week
I also got the physics cube to work in such a way that it collides with the player so it can be moved now by walking against it. Unfortunately the physics behavior isn't satisfactory yet due to much bounce and because it rolls. I would a prefer a heavier cube that does not bounce and doesn't roll over. There crates in half-life 2 are a good example.
Friday, November 26, 2010
Hardware upgrade
Visual studio + nFringe

Thursday, November 25, 2010
Moving the crate (update)
Moving the crate
Tuesday, November 23, 2010
Update
Tuesday, November 9, 2010
604800 seconds delayed
So last week I had my meeting with my supervisor Karel Millenaar to present the prototypes that I produced over the last few weeks focussing mainly on the training course prototype that is shown in the video below.
Although progression within UDK seemed to be satisfactory, Karel advised me to take a step backwards to concentrate on my research outline, which I'm doing right now. The achieve a better aim to this I study need to stop wondering about and to start analysing.
This weeks goals:
- Gather relevant articles
- Do repertoire research / case studies
- Rough Supportive narrative outline + revised research questions
Saturday, October 30, 2010
Prototype?
"The idea is to replicate a small portion of a level from an existing FPS (First Person Shooter) that contains a single weapon pick-up".
I have a perfect weapon in mind that can be used for the encounter, namely the UDK rocket-launcher(which should explain this blogs name). And although I can come up with enough rocket launcher encounters form existing games, there is a problem. Almost all of these encounters go hand in hand with specific enemy AI behaviour that makes the encounter interesting/challenging. Replicating this AI is not only beyond by programming knowledge (for the moment), it's also not relevant for my research that is focussed on learning the mechanics. Challenge and engagement have a lower priority...for now. So had to come up with a new plan in which the standard UT_bot will suffice.
The new plan is to build a stand FPS training course that can be found in many older FPSes. Check out the following example from the original Half-Life made by Valve.
Note: Newer FPSes obviously also incorporate a training course into their design, the difference is that developers try to integrate the training into the first level(s) instead of cutting it loose from the rest of the game. Take Half-life 2 (the sequel to Half Life) for example.
I'll add a video here later.
As you see, the training course from the first video is quite long. And I'm not interested in all Half-Life's mechanics. It's especially the first part of the training that im interested in
Friday, October 29, 2010
Top Down Game
Thursday, October 28, 2010
UDK Update

Due to my busy schedule, I haven't been able to keep my blog up to date until now. Sorry guys.
So here's the update you have probably been waiting for.
The last few week a have been busy figuring out the ins and outs of the UDK (Unreal Developers Kit) by doing lots tutorials. And by lots I mean capital LOTS. I've been digging trough 30+ hours of video material and have also tried some written work.
Here is a video from the last prototype that I made, it's based on Matinee tutorials made by 3Dbuzz. The prototype is a small level with button that trigger a matinee sequence and spawns a bot afterwards. The bot can only be killed by a direct hit form the rocket launcher.
The Kismet script looks like this:

Today I'm continuing with the 3D Buzz tutorials, I've reached the 16th and final chapter, which is covering the creation of a simple top down game. This is my last day nosing trough tutorials and i plan to start working on my own level/prototype tomorrow. Ill keep you guys posted on the progression.
For those who are interested in working in UDK yourselfs check out the following references.
The best tutorial vids can be found on the video section of the main UDK page which are made by 3DBuzz. 3DBuzz is by far the best creator of tutorial and reference material, and has thought me many of the 3D skills I use at work today. So be sure to check out http://www.3dbuzz.com.
Another great source is Hourences made by the level designer of a just released game called "The Ball" (I still have to check out the game).
Eat3D also covers a great amount of the graphical pipeline of UDK.
And you should also check out Allar's Awesome Blog.
Here's a small tip: During the development of UDK many functions have been added/ changed or deleted, which can leave you stuck when following along the instruction You should always check the UDK version that it used in the tutorial material before you start building and build in the same version that is used.
Still stuck? Search the UDK forum or UDN blog or 3DBuzz and not forgetting Google.
Tuesday, October 19, 2010
Introduction
My name is Django den Boer, I’m 27 years old and I am a graduation student at the Utrecht School of Arts, Game Design and Development, Master Degree.
I’m currently employed at E-semble as 3D artist. And as you might guess, most of my free time is spent playing as much games, a good designer needs to know what’s out there. Of course I also have a social life, I own a house in which I live together with my girlfriend and have a rabbit that growls.
You might notice that this introduction sounds awfully familiar, which is true. Last year I started the Honest Sound Project (http://honestsound.blogspot.com) in collaboration with my classmate Tom van Kruijsbergen. Although the concept of the project was well received, it didn’t work out like we expected. In the end we decided to can the project and to start over, a good example of a kill your darlings moment. Looking back , the project was just too ambitious for the little amount of time that was available.
So what am I up two now?
My new project is called “Rocket Training” and is focused on teaching en learning mechanisms that are applied through level design. Tutorials basically. The project is split in two parts:
Supportive narrative
This document is a collection of learning methods that are analyzed through case studies and literature studies. The end result is meant to be sort of a guideline that can be applied by fellow game and level designers while they are building their tutorial levels.
Game Prototype
The idea is to replicate a small portion of a level from an existing FPS (First Person Shooter) that contains a single weapon pickup. In the course of the project I plan to alter the tutorial methods to be able to test my findings.
The prototype is going to be built in UDK(Unreal Developers Kit) and will probably be using the already onboard rocketlauncher.
The new project is meant to be a solo project and is considerately scaled down (compared to Honest Sound) to increase the prosperity of the project.
That’s all for now. More information will follow.
