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This image shows a light bulb 3D model I created in Milkshape 3D to explain the light source
contained inside the quake 3 map throughout the game
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This image shows the rendered version of the above model in Irrilicht as you can see it didn’t come
out quite as I had intended but as I had so much more work to do at this stage of the project I left
it as is and didn’t recreate it with a better material(I could have the bulb completely transparent
or completely opaque, the opaque version is shown in this image)
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This image shows the overhead view of the map it is a relatively simple design created in Quark
this was created by me in the first week or two of the project and I expected the creative
member of our group to take it from me and improve it however with minor alterations it became
the final map version for the game
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This image shows the overhead view again with the quading system overlaid onto the areas it
represents one of the optimization methods I used to reduce overall processing requirements
the quads are not evenly placed because the map wasn’t created with quading in mind at the time
so the rooms force the quads to be placed erratically. |
There are effectively four map areas the "quad system" there are three designated quads if the player
is not within one at any time then
they are in the fourth undesignated area this is a cheap optimization technique to remove unnecessary
over checking of position for random triggers for doors and music each room in the level potentially had
another mini-game in it and if you checked for each event per time increment it can be a lot of extra
unnecessary processing.
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This image shows the menu system programmed by me with another group members quiet impressive
graphic design at the moment you can see the mouse over effect on the Credits option
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This image shows the credits screen which is an image loaded over the GUI system the button
options are remove and replaced with the new okay button to return to the previous options
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This image shows the three difficulty ratings of the game which alter the length possible score
and time playing
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this image shows my Sudoku game currently being played in normal mode the minimal HUD in the
bottom left shows the elapsed time spend in the game and the current score. The Sudoku game
is played by dragging the numbers 1-9 on the top right to any empty slot within the game
the undo option undoes the last dropped number
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This image shows the result of pressing complete with an incomplete and or an incorrect puzzle
solution, a texture is displayed that plays a short movie indicating a win or lose state. In
either case the doors will now unlock and allow the player to enter a new room
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This image shows the column or plate game we have just entered through the open door and the plate
game was displayed now the door will auto shut and lock and we will be trapped in the room until
this puzzle is solved.
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The plate game involves memory and trial and error you must activate each plate in the correct
order by running over it the plates will then move upwards activating when all are activated the
program will check if the solution is correct if they are the plates will automatically deactivate
and the doors will unlock, otherwise the plates will deactivate and the game is reset hence the
memory part of the problem you have to remember the previous order and try a new one no clues are
given at this stage although there is a in-built hint system for giving the player random hints to the required order of the cubes.
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