Wednesday, 14 January 2009

----**** 3 D MAX WORK ****----






kIck AsS nOt So VeRy - ViSuAliSaTiOn


My main idea is to present a virtual board game going with the given title “KICK ASS NOT SO VERY”. The board game is of the concept where the player would be using his skills to cover the roller coaster with a strategized speed an as it is a single player game, therefore each player would cover the ride according to his speed and time which the next player has to beat.






I went through the details of various concepts in which I found the concept of scary ride very unusual. I researched about the structure of the ride by going through various sites, for instance Alton Towers, Thorpe Park and Movies like Final Destination which includes a theme based on the rides. As the ride structure is so unusual, driving through it would be really hard which could be a major obstacle for the player.







I took a risk by trying something new by going for the virtual concept of the board game, texturing and the camera walkthrough animation was a new perception which I experimented.The unexpected problem which I had to solve was the visual colour contras to be used in the materials and the textures and the major obstacle was the presentation of the walkthrough which would make the project interesting.







I solve the problems by going through a detailed research of various textures used in the ride as in using the metals and various alloys and the camera animation, which was the way I wanted to present the project with respect to speed and coverage.
The most interesting challenge was to make a realistic approach to the virtual project as in the way the camera animation would go with respect to the speed covering various halts and creating a visual pressure for the player.







I learned to use various textures where it is needed. I was able to use various skills of 3d Max which I was taught in my animation and visualisation classes. I also had a great experience while learning camera animation and working with the lighting.If I were to do the project again, I would create more obstacles and would like to make it a multiplayer game as well as more interactive.
A new project that might grow out of this experience would be horror genre version of this board game, which would bring more twists in the story board of the present game.I have accordingly learned the usage of various textures going with the need. I have learned and used various skills of 3d Max in construction of the game. The major breakthrough is the camera animation which makes the walkthrough interesting and is one of the experiments I did in the project. My evidence to the project is a one minute walkthrough movie and some of the snapshots of the board game.




'kIcK AsS nOt So VeRy' - AnImAtIoN


'kIcK AsS nOt So VeRy' - AnImAtIoN







My main idea is to present a virtual board game going with the given title “KICK ASS NOT SO VERY”. The board game is of the concept where the player would be using his skills to cover the roller coaster with a strategized speed an as it is a single player game, therefore each player would cover the ride according to his speed and time which the next player has to beat. I went through the details of various concepts in which I found the concept of scary ride very unusual. I researched about the structure of the ride by going through various sites, for instance Alton Towers, Thorpe Park and Movies like Final Destination which includes a theme based on the rides. As the ride structure is so unusual, driving through it would be really hard which could be a major obstacle for the player.




The most interesting challenge was to make a realistic approach to the virtual project as in the way the camera animation would go with respect to the speed covering various halts and creating a visual pressure for the player. . I have learned and used various skills of 3d Max in construction of the game. The major breakthrough is the camera animation which makes the walkthrough interesting and is one of the experiments I did in the project.

kIck AsS nOt So VeRy - GaMePlAy




kIck AsS nOt So VeRy - GaMePlAy




BASED UPON THE MYTHS AND LEGENDS OF KNIGHTS OF THE ROUND TABLE (WHICH WERE THOSEMEN AWARDED WITH HIGHEST ORDER OF CHIVALRY AT THE COURT OF KING ARTHUR IN THE LITERARY CYCLE OF THE MATTER OF BRITAIN, THIS GAME HAS BEEN DEVISED FOR PEOPLE OF ALMOST ALL AGES.



AFTER ALL THE WARS AND ISSUES OVER THE POSTION OF SUPERPOWER, FOUR MAJOR CONTINENTS OF THE WORLD (ASIA, AMERICA, EUROPE AND AUSTRALIA) HAVE COME TOGETHER TO PLAY A GAME TO BECOME SUPERPOWER BY DEFEATING THE SUPERPOWER (WHICH IS ASSUMED TO CONTROL THE WORLD PRESENTLY).TO ENSURE SUCCESS IN THEIR MISSION, EACH CONTINENT (PLAYER) MUST TRAVEL THROUGHOUT THE WORLD (WHICH IS THE ROUND BOARD) GAINING EXPERIENCE AND OVERCOMING TRAPS IN THE OTHER CONTINENTS HE WOULD BE TRAVELLING.

EACH CONTINENT MUST USE HIS OWN DISCRETION TO DECIDE HOW MUCH AMOUNT HE REQUIRES BEFORE ENGAGING A BATTLE WITH THE SUPERPOWER.THE MORE POINTS GAINED ,THE GREATER THE CHANCE OF DEFEATING THE SUPERPOWER. HAVING HEARD OF THE CONTINENT’S TASK, SUPERPOWER SENDS FORTH HIS OWN POWERFUL ENVOY, THE SUPERHERO, TO FIGHT AND HINDER THE CONTINENTS ON THEIR QUEST.

THE OBJECTIVE OF THE GAME - EACH PLAYER IS REPRESENTING ONE OF THE MAJOR CONTINENTS.IT IS THE DUTY OF EACH CONTINENT (PLAYER) TO TRAVEL FORTH, GAIN POINTS, AVOID OR FIGHT WITH THE SUPERHEO AND BE THE ONE TO SUCCESSFULLY DEFEAT THE SUPERPOWER.

THE SUPERHERO IS PLACED IN THE CENTER OF THE BOARD – SUPERPOWER’S ENVOY.EACHCONTINENT PLAYER IS PLACED ON A TERRITORY SQUARE OF THE PLAYER’S CHOICE, ONLY ONE CONTINENT PER TERRITORY SQUARE.FOR THE SQUAREKEEPER, A PLAYER IS CHOSEN BY THE ROLE OF THE DIE.

THE OBJECTIVE OF THE SUPERHERO IS TO PROTECT THE SUPERPOWER BY PREVENTING THE CONTINENT PLAYERS FROM GAINING THE POINTS .HE DOES THIS BY LANDING ON THE SAME SQUARE AS A CONTINENT PLAYER AND ENGAGING HIM IN A BATTLE IN ORDER TO STEAL SOME OF HIS POINTS.THE SUPERHERO IS CONTROLLED BY EACH PLAYER IN TURN, INCLUDING TURNS DURING EACH CONTINENT PLAYER’S RESTRICTED FROM MOVING.THE SUPERPOWER CAN MOVE BOTH CLOCKWISE AND ANTICLOCKWISE.

BATTLE WITH THE SUPERHERO:

WHEN THE SUPERHERO LANDS ON A SQUARE OTHER THAN A TERRITORY AND A TRAP, WHICH IS ALREADY OCCUPIED BY A CONTINENT PLAYER, BATTLE IMMEDIATELY BEGINS.IF MORE THAN ONE CONTINENT PLAYER OCCUPIES THAT SPACE, THE SUPERHERO ENGAGES BOTH CONTINENT PLAYERS INDIVIDUALLY IN BATTLE.SIMILARLY, WHEN A CONTINENT PLAYER LANDS ON A SQUARE OTHER THAN A TERRITORY OR TRAP,WHICH IS ALREADY OCCUPIED BY THE SUPERHERO,THEY MUST IMMEDIATELY START TO BATTLE.THE BATTLE MUST BE COMPLETED BEFORE THE PLAYER MAKES THE DICE THROW TO MOVE THE SUPERHERO.
THE CONTINENT PLAYER ROLLS ONE DIE.THE SUPERHERO (ANOTHER PLAYER IS CHOSEN TO REPRESENT HIM FOR THE BATTLE) ROLLS A SECOND DIE.THE HIGHEST ROLL WINS THE BATTLE.IF IDENTICAL NUMBERS ARE ROLLED; FURTHER ROLLS ARE MADE UNTIL THERE IS A WINNER. IF THE SUPERHERO LOSES, THE CONTINENT RETAINS ALL HIS POINTS.IF THE CONTINENT PLAYER LOSES, THE SUPERHERO REMOVES TWO POINTS FROM THE PLAYER.IF THE CONTINENT PLAYER ONLY HAS ONE POINT AT THE START OF THE BATTLE, THE SUPERHERO REMOVES THAT FINAL POINT AND SENDS THE PLAYER TO NEAREST TRAP, WHERE HE MUST MISS A TURN.IF THE CONTINENT PLAYER HAS NO POINTS AT THE START OF THE BATTLE, NO BATTLE ENSUES AND THE PLAYER IS SENT TO NEAREST TRAP AND IS MADE TO MISS ONE TURN.A CONTINENT PLAYER CAN BUY OFF THE SUPERHERO BY, AUTOMATICALLY LETTING HIM REMOVE ONE POINT.





RULE BOOK

1.) EACH CONTINENT PLAYER STARTS THE QUEST WITH 2 POINTS WHICH ARE RECOREDED ON THE EXPERIENCE CARD.THE SUPERPOWER’S POINTS REMAIN CONSTANT THROUGHOUT THE GAME i.e. 8 POINTS.THE SUPERHERO DOES NOT GAIN OR LOSE ANY POINTS THROUGHOUT THE GAME.


2.) EACH PLAYER HAS SOLE CONTROL OF ONE CONTINENT OF THE ROUND BOARD, WHICH MAY MOVE ONLY IN A CLOCKWISE DIRECTION AROUND THE BOARD; UNTILL CHALLENGING THE SUPERPOWER, WHEN HE MOVES TO THE CENTRE OF THE BOARD.TO MOVE THE CONTINENT PLAYER, ONE DIE IS USED; IF A SIX IS THROWN, ANOTHER TURN MUST BE TAKEN.


3.) TWO DICE ARE USED TO MOVE THE SUPERHERO.THE TOTAL SCORE OF THE TWO DICE MAY BE USED IN A NUMBER OF WAYS FOR INSTANCE: 2+4 = 6 SPACES IN ONE DIRECTION ONLY; 2+5 = 2 SPACES CLOCKWISE AND 5 SPACES ANTICLOCKWISE OR 2 SPACES ANTICLOWISE AND 5 SPACES CLOCKWISE.


4.) THE SUPERHERO DOES NOT GET ANOTHER THROW IF A DOUBLE OR SIX IS THROWN.NEITHER THE CONTINENT PLAYERS NOR THE SUPERHERO CAN MOVE TO THE CENTRE OF THE BOARD – ALL PLAY SHOULD TAKE PLACE IN THE CIRCUMFERENCE FOR EXCEPT: WHEN A CONTINENT PLAYER WISHES TO CHALLENGE THE SUPERPOWER OR AT THE START OF THE GAME WHEN THE SUPERHERO MOVES FROM HIS STARTING POINT AT THE CENTRE OF THE BOARD TO JOIN THE CONTINENT PLAYERS ON THE PLAYING CIRCLE.


5.) WHEN A PLAYER LAND ON AN UNOCCUPIED TERRITORY, HE AUTOMATICALLY GAINS TWO POINTS.A CASTLE OCCUPIED BY ANOTHER PLAYER, HE AUTOMATICALLY GAINS TWO POINTS.A TERRITORY OCCUPIED BY THE SUPERHERO, HE MAY NOT GAIN ANY POINT, EVEN AFTER THE SUPERHERO HAS MOVED TO ANOTHER SPACE. HOWEVER, HE DOES NOT HAVE TO FIGHT OR GIVE ANY POINTS TO THE SUPERHERO.WHEN A PLAYER IS ALREADY ON A TERRITORY AND SUPERHERO LANDS ON THE SAME TERRITORY, THE SUPERHERO MAY NOT FIGHT THE CONTINENT PLAYER, NOR REMOVE ANY POINT.IN ORDER TO TRAVEL TO THE CENTRE OF THE BOARDGAME AND FIGHT THE SUPERPOWER, A CONTINENT PLAYER MUST FIRST LAND ON A TERRITORY IMMEDIATELY PRIOR TO MOVING TO THE CENTRE OF THE BOARD.


6.) WHEN A PLAYER LANDS ON: AN UNOCCUPIED TRAP, HE MUST MISS HIS NEXT TURN. A TRAP OCCUPIED BY ANOTHER CONTINENT PLAYER, HE MUST MISS HIS NEXT TURN.A TRAP OCCUPIED BY THE SUPERHERO; HE AUTOMATICALLY LOSES 1 POINT AND MISSES NEXT TURN.IF SUPERPOWER LANDS ON A TRAP ALREADY OCCUPIED BY A CONTINENT PLAYER, HE AUTOMATICALLY REMOVES 1 POINT FROM THE CONTINENT PLAYER.POINTS CAN ONLY BE DEDUCTED ONCE FROM THE CONTINENT PLAYER THROUGHOUT THE DURATION OF THAT PARTICULAR STAY IN THE TRAP.

IF A CONTINENT PLAYER POSSESSES NO POINTS AND THE SUPERHERO LANDS ON A TRAP OCCUPIED BY THAT PLAYER, THEN AN EXTRA TURN MUST BE MISSED BY THE CONTINENT PLAYER.IF A CONTINENT PLAYER LANDS ON A TRAP WITH A THROW OF SIX, HE MUST FORFIET ANY FURTHER THROWS, REMAIN IN THE TRAP AND MISS A TURN.A CONTINENT PLAYER MAY BE SENT TO THE NEAREST TRAP AND MISS A TURN IF HE IS ATTACKED BY THE SUPERHERO BUT HAS NO POINTS TO LOSE.


BATTLE WITH THE SUPERPOWER:


IT IS UPON THE PLAYER TO ENGAGE THE SUPERPOWER IN A BATTTLE AT ANY TIME DURING THE GAME.TO DO THIS, THE CONTINENT PLAYER MUST FIRST MOVE TO THE CENTRE OF THE PLAYING BOARD.THIS MOVE CAN ONLY BE MADE ON THE TURN AFTER HE HAS LANDED ON A TERRITORY.TO REACH THE CENTRE; THE CORRECT NUMBER MUST BE ROLLED ON THE DIE. WHILST, PROGRESSING TO THE CENTRE, THE PLAYER STILL ROLLS FOR AND MOVES THE SUPERHERO AS BEFORE.IMMEDIATELY AFTER A PLAYER ENTERS THE CENTRE OF THE BOARD, BATTLE COMMENCES.ANOTHER PLAYER IS NOMINATED TO ROLL THE DICE FOR THE SUPERPOWER.EACH PLAYER ROLLS TWO DICE.THE TOTAL SCORE OF THE CONTINENT PLAYER’S DICE ROLL IS ADDED TO HIS EXPERIENCE POINTS.IN THE SAME WAY, THE TOTAL SCORE OF THE SUPERPOWER’S DICE ROLL IS ADDED TO HIS STRENGTH.THE RESULTING HIGHEST TOTAL WINS THAT ROUND.THE FIRST PLAYER TO WIN THREE ROUNDS IS THE VICTORY IN THE BATTLE.


OUTCOME

IF THE CONTINENT PLAYER WINS THE BATTLE, HE HAS SAVED THE LAND AND WON THE GAME.IF THE SUPERPOWER WINS THE BATTLE, THE CHALLENGING PLAYER CAN NO LONGER PARTICIPATE IN THE GAME AND THE LAND MUST BE SAVED BY ONE OF THE OTHER CONTINENT PLAYERS.