Friday, 26 November 2010

Week 9- Milestone Two

Beginning of this week Rob have finish building the final building. Every block have physics and logic in it and it also have a mouse trigger. This building is build based on the Leeds Town Hall because it is build by Portland Stone. All the assets use to build the building is build in 3D Max by our group and import it in to blender. Then apply physics to it.

The final building that is build is running very slow when the game is start. It is only running at 4 - 5 Frame Per Second, as supposed it should run at least 20 -50 FPS. This issue was confirm by the group that every one in the group try the game in different computer it is still the same issue. So the group have started to look for solution for it and also carry on with what each of us are suppose to do. So I have put the Rotating, Moving, Zooming Camera that I have modified and build in the previous prototype. I have also added the reset key for the game as well.




After adding all the function I have look into texturing because Chris is looking for solution for the game lagging. So I have take over the texturing task. I have search around for Portland Stone texture. Then texture the building with portland stone texture. After texturing I resume in to the searching for solution through Forums, Internets, and Blog. I have also leave a forum on about the Issue that we was facing but we have no luck of reply from other people. The only conclusion that our group make is that there is too much physics and logic in the game world so the game engine cannot process the game at the normal speed. Although it is not a perfect running game but it shows that we as a group have working collaboratively through out the project.
This is the texture that I have done for the Model.

Then our group have a discussion using emails and texting that worst come to worst that the game is not working because of too many model in the world, then we could reduce the amount of the model in the world or recreate a lower poly version of the game. These options will be the result if there is no solution for it by next week. However if it comes to it our group will be more likely to have a working game other then a good looking but not working game.

Chris have run the game in his computer and using Fraps to record it. It seems to run faster in Chris computer about 10 - 12 FPS. But it is still slow when playing it. After this Chris take over the texture and uses UV Mapping to texture on some of the texture, because some of the texture is stretch .


On Wednesday we have arrange a meeting at 10:30 , me  and Rob were there but Chris have arrive at 13:30.  He showed us a better version of textured game using UV Mapping. But it was still a little bit dark and we have take note into it and because of the presentation was in about half an hour time so we are not able to change it. Then Rob go through the presentation made by him and discuss who in the group take part in the presentation and how to present the prototype to the client.

We have present our presentation and waited for the client's brief feedback. The suggestion is that we need to look in to the context of the game where should this game, how the user would access to it. Where the product is place within the market. One Idea that we can think of is to execute as an .EXE file and can be downloaded from the Portland Quarry and Stone Trust website. We have also point out that the game is not running at a acceptable frame rate. Then the suggestion for this is that we can render an animation of the building falling if we cannot solve the game engine problem. Another suggestion is that we can change the game so that player are able to pick up pieces, building could be rebuilt and also changing to a "First Person Shooter" style that it will be more interesting. But for the time being we are most likely to keep to what we have started and get it to run.

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