And voila, the fence demo. Although a lot more polished than it necessarily needs to be, the video articulately displays the differences that the implementation that the fence mechanic would have in total war.
For my portfolio module I'm required to create an artefact specially for my portfolio. Since I'm on the game design coarse I will be following the very broad designers brief [which essentially allows me to design anything for any genre or style of game] As interested as I am with designing an A.I. system I will probably be going down the level design route for several reasons. First of which, I already have a rough plan of what I want to design for a level and secondly because although online portfolios can support video demonstrations it's a lot harder to show off A.I. in a visual format [although there will always be someone who properly appreciates some nicely written C#] So the rough idea is to create a level for a first person horror game, since in the last module I was tasked with making a mission for an FPS horror game and got interested in using the lighting, fog, and particles in Unreal. Although I still need to find a subject or idea for the level to revolve aroun...
Over summer while I was out of uni I started working on a project in my own time [I say 'a project' rather 'a game' since working a job and trying get my real life car fixed took up a lot of my time] Although I modelled the low poly cars myself they're not necessarily what I'm trying to show off [thou they are very nice] what I'm proudest of is how I've set the code up. All of the cars handle and behave very differently to each other [for example some are faster down the straights, some carry more speed into the corners while others don't start braking until later, some will drift around corners etc.] despite that they all use the same AI control script and follow the same path. Although this is still very far from being a finished game and there is a lot more optimisation that could be done but just watching the AI running around the track makes me happier than is probably reasonable or healthy. The next step for this game would be using the AI...
I learnt back in college that putting sound effects into games can make the world of difference to a game, I was making a game about playing as a post apocalyptic taxi driver where the bad guys drive after the player and shoot at them. While play testing the game it seemed quite easy to get a reasonably high score until I added gun sound effects to the enemies and suddenly the real pressure of being shot at had an impact on how the player plays the game. Having seen how much of a difference sound effects can make to a game with not a whole lot work I've since tried to put sound into my projects where possible. To this end I've put multiple sound effects into my current project, from coins jingling to ambient noise [for wind, water, and electrical buzzing sound effects] to relays clicking on to multiple mechanical and metal breaking sound effects. [note that all sounds where taken off of YouTube and then converted to mp3s, wavs, and edited down via a multitude of incredibly sket...
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