Monday, February 27, 2017

The Flamenado (Final Particle)

As the title states, here is my final particle: The Flamenado!
Particle Emitters:
For this particle i comprised it of a Gpu emitter, a small cpu emitter, two ribbon emitters and a beam emitter. The GPU emiter is used for the "body" of the tornado and is comprised of all of the fire spritesheets. The cpu emiter is for the small embers that radiate from the bottom to the top of the particle. The ribbon and beam emiter are the smoke effects of the piece.
Here are some level photos of the particle:
I made a short film of my particle connected to a blueprint to use for my game level design:

Monday, February 20, 2017

Research for Particle effect: Flamenado

Flamenado, a tornado made of lava and flames. I wanted to create this particle due to the need for a unique rigged particle to tie into my hell-themed map. It is a large spinning vortex of flame that once scripted and created properly, will project gpu particles, ribbons,and debris meshes to create a unique effect. I began my research with exploring real life phenomena. I explored several videos on tornado rotation as well as shape.
Fire Spout 

In rare occasions, there is a natural event called a fire spout that can be caused and created from the air temperature difference caused by natural wildfire. I have attached a couple videos of this phenomena:

I enjoyed the tornado-like qualities of the the spout as it moved through space. I soon began to research into the particle effects systems of unreal and stumbled across this particle emitter:
It does not have a tutorial however, but it showed the particle system i wanted to create was doable. I looked at several videos on Youtube in an attempt to try to find a tornado-like particle emitter and had no luck. The videos covered were often times meshes imported through maya with long-coded blueprints. Unfortunately, i was unable to find proper coding and began to experiment with unreal itself to create the desired effect.
Unreal
 In unreal, I began by creating a GPU Particle emitter. A tornado is a large collection of particles and this emitter was the only one that could generate the number of particles that I would need to create the wind-like vortex. I played with the emitter settings and created a vortex of gpu particles that were bounded and began from the top and spiraled downward, just like the beginning vortex effect of a tornado. My result is pictured below:
It was a happy accident, and i still am not one hundred percent sure how i created this particle, but it portrays the desired effect i am looking for.It is in the prototype phase currently, but it will also have small meshes that cycle along the same cylinder shape as the GPUs, helping to establish the particles have density and weight. It is still a vortex, and i plan on adding ribbons to create "windlike" distortions along the body of the tornado.

Tuesday, February 7, 2017

Final Exploding Barrel


Today i completed my final barrel for Programming class. It is  a retro-inspired fuel pump and they go off with a bang when hit! I worked on tweaking the behaviors of the object, as it is a big heavy flammable container and should act like one. It has its own sound cues for the explosion and "burning" sequences, as well as timers to randomize the explosion of the barrels. Here is the coding to make it work:
Here is the video of the barrel in action! It was a bang of a time!

Sunday, February 5, 2017

Racing game level: Hell to Pay

For my Racing game idea, I first sought ideas from the vehicle i was designing for 3-D class, my Cavalry Hell Camino.
I began to search for concepts on the internet and these were good refrences to the theme i had in mind:
Exposition: 
My narrative takes place a few years after a modern day Hell-pacalypse. The world has fallen into pits of fire and ruins as corruption and greed fueled the return of the damned to the physical world. There is still hope in the human race, as we have sought shelter away from urban centers and found comfort in small refuges spread throughout the surviving forests and lakes. Even with peace, there is still an ever present need for supplies and the hell risers are the ones who seek to savor that need. They race and dodge through the shattered remains of our old cities in hopes of finding much needed supplies, and the hope to end this apocalypse once and for all.
Level Design:
 After creating the narrative and playing with ideas and spending some time researching playing racing games, i settled on this path:
The level follows an odd contorted path. It begins above ground on a broken highway cluttered with debris. After the race begins and the players learn movement control the world shakes and the highway collapses into a shattered pit of hell where they first run into challenging obstacles. The ground instability has fueled other parts of the roadway to give and in doing so, caused the burned out hulls of old cars to come crashing onto the winding road path. Racers will have to navigate around these obstacles and come across the first loop. The roadway shifts 45 degrees vertically as the road curves in a circular shape around a central fire and loops under the previous bridge. Players must watch out for larger falling debris as they make their way to a broken crossroads, where a larger section of road has collapsed into the depths. Only issue is the roadway is not supported and may give way under players!


 As players pass around this challenge they encounter the pit, a large downward spiraling track that has a ball of hell fire shooting flames onto various parts of the track. Clever players can block these or take damage. Also while avoiding cars that have crashed onto the track. once players have passed through they encounter a large gap in the roadway and must boost in order to pass through. on the other side of this the roadway stretches back up to the surface where they encounter the first gas station. The gas stations have rusted fuel pumps that once triggered, will detonate on impact. Players that survive this are rewarded with a boost. They soon encounter the blocked Highway 45, where there are several cars creating blockages and barriers that players will have to navigate in order to pass through. About halfway through the player encounters a fuel truck on the verge of a melt down: it spews flames from its damaged tank and players unfortunate enough to get to close will feel heavy fire damage. The last part of the track features another gas station, but one riddled with weak track, a spewing fuel truck, and cars creating odd ramps and obstacles. Once through here they pass by the start and move on to the next lap. As the laps pass, the map becomes more sickly yellow as the region becomes more corrupted. On top of this more fires will begin to spread and burst from the earth, with the end of the game finish line bursting into a large flame at the end of the game.

Here is the color scheme:
My Color Palette!
I chose reds and yellows to extenuate the feeling of hellfire and a cool purple to create a feeling of darkness. The cave section will be lit in the bright hues of reds and oranges, while the surface will feel a darker blend sickly yellow and intense reds. It would be portrayed at midday, to create a sense of lightness of the surface with the darkness of the pits. As the level progresses, the pits will become brighter and more intensely red as the shades on the surface become desaturated.

The level is designed to flow evenly so that players can experience the events that appear. With this said, there are a few hidden shortcuts to allow players to bypass parts of the level and gain a small advantage over other players. It will be a typically wide track with pinch-points created by obstacles on track combined with falling debris and collapsing track.

Thursday, February 2, 2017

BARREL

For my design,  i wanted to replicate an old gas pump for the exploding barrel. I referenced classic gas pumps in the US to base my design.
Here is the design:
When hit or struck, the pump releases a pressurized plume of fire that once released for a certain time, detonates.