ArtStation Portfolio Site


Click here to go to my portfolio site at

Untitled-2.pnghttps://www.artstation.com/artist/shanepengelly


if you want to access my games from my blog, here is a link to do so

https://www.dropbox.com/sh/g3qxnt07a9lo2ad/AAB-W3lRCeiG3hxq7EWpt_fwa?dl=0


Image

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Mechanics for Source Engine

Here is an image of a stair clipping method i used which makes the player move up a slops, instead of each individual step.

StairClipping

Towards the middle part of my map, they were an open area which gave snipers  great advantage, this image shows me setting up a tipple kill scenario, this it to overpowered and would have to be removed, in the final version i added boxes in the way so you didn’t have this clear advantage.Spawn_OpenSniperArea

This image shows a model of a fence i used in the source engine, this fence was way to high when testing with bots, so i lowered this fence into the ground later.RailTooHigh

This image shows off the main middle of the map, this is where most things will happen as its the middle of the map with pathways to most places, to break this area up, i added an indoors on the right wall, which follows through to a balcony overlooking a site.

Mid_OpenSniperArea

This image shows the previous location in editor, there were boxes to break up the fighting happening in the middle of the map which worked, but made short range weapons overpowered.Mid_Clutterd

This overview of the map shows an early version of the upper half of the map, this changed drastically as it seemed to open and overpowered for snipers on the right side of this building, even if players hid behind the boxes in the middle.

A main feature that changed was the introcution of an indoor area, there was also a dip down to get to it which could be used whilst having little cover from snipersMap_Clutterd

A bug i found is that you are able to open the door, and then jump on the door to get behind the enemy team, this became a feature in the CounterStrike Version of the map before being removed again in the final version.JumpOnDoor to pass area mechanic

This image shows how props are added in the source engine, after double clicking on an object, this box will appear, after that you click on the world model tab to scroll through all the models used on CounterStrike. there was a bug with my doors and railings that you could walk through them, this box also allows you to set the collision of the object to have collision.DoorColoisions2

This image shows how the source engine work in the top down view, aswell as the left and right, this view is a must have in the source engine to line up all the brushes.DoorColoisions

This image shows the southern part of this map, this needed to be changed a lot as the space was to big, to do this i raised the height of the location, removed some stairs, and made the walls tighter.BackPass_Smaller

The southern site needed lots more cover for the people attacking from the  east,  i tried all sorts of things including boxes, large walls or just blocking the other team off completely, in my final version there are two entrances for each team, and also lots of cover for the east team.Area2_Clutterd

The raised area of this image was a sniper spot, this spot was the post overpowered spot in the game, as people coming into the site from its 1 entrance would get targeted asap.Area1_Clutterd

To fix the sniper spot, i added a dip into the ground, in competitive CounterStike play, smokes are used often to gain an advantage, this gave me an idea to have an area where playing with smoke grenades would give the friendly team a large advantage.

Unfortunately in the unreal engine and the time period of my game, smoke grenades are not a thing, although snipers are not too, so this area isn’t a problem.

Area_SmokeBomb.jpg

Helping Others

Sam created a space ship game and wanted help programming infinite planet spawning with various different sizes they spawn ati sat down and helped him program for his game, i also helped on creating a high-score system and give input on the ships rotation and trajectory after leaving and entering a planet

Kyle created a survival based game which involved an item pickup system and various survival mechanics, for Kyle’s project i helped program a detection system where if you are inside, the detection radius decreases and if you go outside, it increases.

I also helped program animations for the transition between jumping and running and gave input on his clay-mores, day and night cycle and item pick-ups

Laura created a 2D sidescroller in a 3D world, i created a system that rotated the camera at the corner on the map to simulate that the map is 3D whilst till only being able to move in 2D.

I also helped on the second year client project creating a shop-list type mechanic, i asked if they wanted an inventory system, checklist or a pick-up system but explained that a checklist would be the easiest to work with for adding and removing objects, they decided on making a checklist and they already had some items that was able to be used for it.

Ryan created a game ready for VR which i helped program various different things for, as i was helping Ryan so much we decided to make contracts for each-other as he made a weapon for my Final Major Project.

a major aspect of Ryans game is the AI, he created a model for a character and downloaded animations and a rig from mixamo, from importing these into unreal Ryan had no idea how to set the animations up, as i created code for an earlier project i already knew how to set up a character with animations.

this first video shows the character running, jumping and stopping, this was the first step towards creating his game.

This video shows the attack animations after the AI stop at the user, we found many problems when creating this as the characters animations was not centred to its model which meant they teleport after finishing the animation. to fix this i tried root motion but it did not work due to collisions, so i had to teleport the capsule component to where the mesh is when the animation finishes

This third video shows the death ragdoll and the round system that i created for ryan

Here is an extra image that shows a crazy rooster i drew on google tilt brush after having a bit more experience playing with virtual reality after developing for Ryans game

IMG_20170330_104644.jpg

Mark created a game that needed a bow mechanic, this was my first time working in paper 2D which ment the methods for programming animation were differnt,

I created 3 sprites for a bow and its drawback image, and then programmed the bow with its various key-frames for different projectile speeds

 

 

Fixing Client Building

As my client project was a continuation of a past years project, i was able to start with the work they have done for it. they created the outside the HSAD building but it was not to scale, or correctly laid out in places.

Here are the building plans that i received from architectural, these designs helped me accurately recreate the indoors of the building and alter the outer edges of the building:

Building Plans.jpg

The first issue i had was the scale of the building, i got the layout of the buildings on google maps, and also the architectural plans for the building and realised it needs to be much longer then the one i received was, here is an image with a short and long red line, where the short was the original and the long was the edited version:ScaleIssue1

i also found that the buildings relative to each-other were too close which made the bridge look squished, i moved the smaller building to suit the map and the architectural design:ScaleIssue4

The high of the bridge and the building was also incorrect, the second story was much larger then it needed to be and the bridge was too low down, i moved the bridge to where it needs to be via looking where the bridge connects to the building in person:ScaleIssue5

The bridge was also to far forwards and i had to move it relative to the lower windows of the large buildingScaleIssue3

An interesting part of the building that was misrepresented was the back end, the model they made was 2 stories instead of one, where clearly this is one story looking at the building in person and on the architectural designs, for this i just decresed the height of the building in 3DS Max:ScaleIssue2

User Testing for FMP (source engine map)

Here is some feedback i got from playing the map of my game i created on the source engine before i ported it to the unreal engine.

I record in slightly lower quality as i wanted as i recorded over an hour of footage i cut down into the best parts, as these were my friends they had fun on the map as well as giving me feedback, and i only wanted the most appropriate parts for the video:

I also got feedback i did not record for little things in the map like where boxes are placed by various other users, my friend who is in the top 3% of count-strike players played on the map and he commented on the amount of cover he has in multiple places on the map

This feedback lead me to creating a faster route to B site, an inset for a building close to middle for cover, random boxes around the map for cover and basic walkway changes around the map

MENU SYSTEM FOR CLIENT PROJECT

Early Notes

My menu systems will be simple, but looking at the systems for VR games like tilt-brush, they don’t need to be as simple as i was thinking, i should not be afraid of using things like check-boxes, drop down menu’s or buttons of a standard size.

This game Leap Motion 3D JAM uses sliders and toggle-able buttons which means that these type of UI elements should be fine to implement into my own game after testing if needs be.

Designs/idea’s

i will keep my work tidy so i can come back to it at anytime to work on it, without stressing about folder structures or untidy code, I will keep my folder structures tide much like for my character animation in my MINI PROJECT FOR TESTING MECHANICS: BEANER. I will keep my code tidy much like my chess game MINI PROJECT FOR TESTING MECHANICS: CHESS i worked on to keep my project usable for further development

Here are some things i listed off that i need in my user interface, i also drew 4 designs in the layouts they could have:

2018.jpgMy UI will be simple much like in my MINI PROJECT FOR TESTING MECHANICS: COIN MACHINE to make them more readable

Development

Here is a mini-map i created, but through testing i realised it does not suit the project as you just see the roof of the college which is just a base colour:

Minimap

Here is a drop down menu which lists all the places in the college, not all the places have been added yet:PlacesToGo

Here are some check-boxes to show things like fire extinguishers and other utilities, these was overlooked in the original designs, but through testing i realised theses need a category of their own as they are so many.

Tickboxes

i have also tested these menu’s in VR which allowed me to decide on changes through the development process, with minor changes to where things are placed, the menu’s seemed fluent to use.

What i learnt

The UI in virtual reality needs to be simplistic, especially if it attached to your hand, this is because it is in the way of where you are looking.