Sunday 13 September 2009

Sit back, look, imagine, think, and smile!




Ok...

This is killing me! I can't wait 'till Tuesday, I'll pay for the hamburger now damn it! Look at this! This is f!cking sweet! Our indoor balcony's could be the "center of attention." We could have small cube-like quadrants that protrude from the sides, those would represent the floor themes we have already discussed. Obviously the proportions would be a bit different. Just some ideas. By the way...this is not my work...reference pictures from the Internets!










So...

I've got about a million different floor plans right now. There is quite a variety...commercial, offices, laboratories, and a few others. I will bring in all the goods on Tuesday for review.

I have some questions about the general shape of our building. A few of the floor plans have some really cool shapes, (top view). One for example is a channel, (also top view). Others have some pretty interesting layouts. I was thinking, once we have a bit more solid idea of what we want, I could take certain sections of the various floor plans, mold them together, and create a building that has some real feeling.

Also with the different layouts, player paths and flow change drastically. I know we were talking about having holes in the walls and ceilings and such; that is going to alleviate realistic path obstructions, (the Swiss Cheese effect).

I'm doing more research...and drinking an Old Speckled Hen. See y'all on Tuesday. Cheers!

Saturday 12 September 2009

Thursday 10 September 2009

Free Time Begins

Well we finally have some free time to work on what we want to do. Apparently what we want to do is a lot of things at the same time. Things like: Space station, Warehouse, Lab, Caves, Police Station, Church, Sewer, Theme Park, Submarine, Castle, and various other projects.

After a lot of discussion we decided on a project. Project Free Time will be a multiplayer level for Unreal 3. It will take place on the top 5 floors of a skyscraper in New York. This is set in a modern time, however, the polar ice caps have melted and flooded the world. The water comes up to just over the first floor the level will begin at. The skyscraper is pretty damaged in areas and plant life is making it's way up the building.

We are still deciding on other things but this is the basics. We will be shooting for a map that holds around 16 players. We really want to be able to jump from floor to floor with ease. Our plan to do this is by using holes in the floor to get down, and balconies and fire escapes to get up the building. The roof will also be available for the players to fight on. We haven't decided on an art style yet but Joe is going to do some level concepting and get back to us.

If I missed something let me know.