Thursday, October 28, 2010

Final Tutorial

Tutorial Subject

For this research assignment, I have decided to base my tutorial on proximity triggers, in particular the notion of trigger a change in the time of day. In engaging with experiments 1 and 2 of this course and research undertaken for my porosity lens, I discovered that there was little information on the Internet in the form of tutorials and forum topics that thoroughly explores proximity triggers. Additionally, I found throughout my research that there was very little information on the Time: node, in particular how to change the time of day. For the second experiment, I wanted to use these two concepts within my porosity lens to record the interrelationship between the crysis environment and AI Characters. With the old form of trial and error, and basic knowledge acquired from the WIKI-CRYMOD and MAXEDGAMING.COM, I was able to finally get the game play to trigger a change of time. However, there was a delay between the time the player triggered the change of time and when the sky updated. Additionally, when I was experimenting with triggering lights, I found little information and no video tutorials documenting how a proximity trigger turns on a light. These aspects of the game have henceforth become the fundamental idea behind my tutorial.

Proximity triggers are the vital element of the game that brings about changes in events. It is of this reason that I recognised proximity triggers to be an important subject to focus on, and moreover and ideal tutorial subject. In developing a sound understanding of proximity triggers, one is open to an endless void of opportunities to create something unique within the crysis game. The tutorial focuses particularly on proximity triggers interaction with light entities and the time node. It will explore how to use proximity triggers to first switch a light on and off and then also will document how to change the time of day. While these concepts are fairly basic, they provide viewers a fundamental idea of how proximity triggers work and then they can adapt their knowledge gained from my tutorial, to solve their own situations. Additionally, an understanding of the time entity and light nodes will enable the user to control and manipulate their environment, within the game, in terms of controlling the lighting and the time.

The essential idea of this tutorial subject is to trigger a light when the time of day changes. For example a light will be switched on when its dark and switched off when its light. This concept provides a direct link to reality and as I found within my porosity lens of experiment 2, is useful for documenting changes within the crysis environment.

Draft Tutorial

To start with I didn't want to talk during my video. I wasn't confident that it would work, or that what I said would be clear enough to follow - I also tend to ramble on when I talk! However, after completing this draft, I now see that some form of communication with the viewer is needed! Also, the begining of this tutorial is helpful but irrelevant to proximity triggers, therefore I intend to leave this part out and include another way of using proximity triggers, for example using a trigger to turn a light on and off.

SketchUp Model & Files

SKETCHUP MODEL

Sketch Instillation:



CRYSIS FILES (From Filefront)

Experiment 2:
Levels Folder: http://www.filefront.com/17477543/3331408d_levels.zip
Objects Folder: http://www.filefront.com/17477538/3331408_objectEXP2.zip

Research Assignment
Level Folder for tutorial: http://www.filefront.com/17477545/Tutorial_2.zip

Final Porosity Lens Video

Monday, October 11, 2010

Research Assignment Development

Proximity triggers are the vital element of the game that brings about changes in events. It is of this reason that I recognised proximity triggers to be an important subject to focus on, and moreover and ideal tutorial subject. In developing a sound understanding of proximity triggers, one is open to an endless void of opportunities to create something unique within the crysis game. The tutorial focuses particularly on proximity triggers interaction with light entities and the time node. It will explore how to use proximity triggers to first switch a light on and off and then also will document how to change the time of day. While these concepts are fairly basic, they provide viewers a fundamental idea of how proximity triggers work and then they can adapt their knowledge gained from my tutorial, to solve their own situations. Additionally, an understanding of the time entity and light nodes will enable the user to control and manipulate their environment, within the game, in terms of controlling the lighting and the time.

Second Draft