One of the learning outcome’s for this module was to create an engaging interactive environment so it was important to get some interactivity into the map.
In our map you can interact with the ladders on the scaffolding which you can climb up which in for a game adds a vantage point, also when you walk past a certain point it triggers the train to move into the station and stop at the end. Also in the map is a working ticket machine that shoots out tickets and other ladders on buildings that allow you to get to the roof.
For my Anlaby side of the station that I have been creating, there are many possible ways I could make it interactive.
A ladder could be placed against the wall so you could climb up to the roof where there is a platform that can be ran across. Another interactive element could be to have it so the windows smash when you shoot them as this adds realism to the map and always seems satisfying in other games when you can break them.
The inside of the anlaby side of the station is now fully textured and in the engine ready for the interactive environment hand in..
Some of the textures aren’t brilliant as you can see the seams so will hopefully update that during the second half of the project but other then that I’m happy with it.
Digital Interactive technology in the public domain has become more prominent in the past decade, but non digital interactive technology has been around for much longer.
ATM’s (Automated Teller Machine) are a very common form of interactive technology that most people use on a daily basis, to withdraw money or check their bank balance without having to interact with a person. Due to their wide spread use they’re situated in multiple locations in most cities and towns so are always easy to find and use and saves needing to go into the bank and wait in queues.
Self-checkout’s are a more recent type of interactive technology, and are used to purchase items in stores and supermarkets without having to interact with a person. They have a touch screen interface and a scanner so you can scan your own items for purchase. Their purpose is to speed up service and not have to wait in long queues if you are only purchasing a few items, it also benefits the retailer as they can staff less people.
Many museums now have electronic touch screens where you can learn about what you are looking at in more detail then just having a sign with a description on it. This allows for multiple pages of information without taking up too much room, it also allows the information to be read or in the form of an educational video eliminating the need to read it yourself which is useful for children.
A good example of historical interactive technology that is still being used in the modern day is hand drawn wells to get water. These can be set up on system pulley or just simple a rope with a bucket on the end that you just drop in a pull up.
These are just some of the interactive technology used in the public domain at the moment but there are many more. It seems like the overall goal of this technology is to eliminate the need for people, in 20 years time they could be supermarkets that are fully automated with self checkouts.
There are many different ways to interact in video games it all depends on the game you are playing and what the developers have implemented to be interactive. Below is a list of some common interactivity that occurs in a lot of games..
- Collisions – Colliding with the world itself is something that is obviously expected or there wouldn’t be a game you would just fall, but it is a type of interaction with the world.
- Doors – In a lot of games doors can be opened and closed to access new areas.
- Ladders – To climb to different levels like onto roofs.
- Moving Objects – Objects that can be moved around, maybe a crate could be moved to climb on then onto a roof. Or just can be moved to make the world feel more alive and not like everything is glued to the floor.
- Exploding Objects – Objects that can explode to damage more then one enemy.
- Breakable Objects – Objects that can be broken to reveal points of interest or items.
- Levers and Buttons – Used to open doors, bring down bridges etc.
- Ammo Boxes – A lot of shooters have ammo boxes you can pick up.
They’re some of the core interactive mechanics that a lot a games contain but there are obviously a lot more depending on what game you are playing, even though a lot of these seem very simple they are used because they are effective and always have a purpose.
For the Project Paragon we created an development blog in the form of a wiki so that it could be updated regularly updated by each group member during the project so everyone knew what everyone else was doing making it easier to keep on track.
We also created a steam group so it was easy to keep in contact with everyone in the group again making it easier to keep track of development.
The wiki wasn’t really used as much as it should of been, this is probably because we see each other 3 times a week so most of the time everyone knew what other people where doing anyway, but hopefully will be used more for the second half of the project.
An Interactive Environment in technology terms is any digital environment that you can interact with and responds to your input in some way. In the real world this can be something as simple as an ATM because you can input information and it responds to it by displaying balance, giving money etc. In a video game world this can be many different things like opening doors, flipping switches, moving objects and can be as simple as just colliding with the floor and objects in the world. If you look at interactive environments in its most simple way it can be just opening a door in a house or moving something in a room, the house and the room are an environment and the interaction is opening the door and moving the object.
Because time on the project is quickly running out we have decided to get everyone concentrating on creating the inside of the station as it is the main focal point of our environment. I was creating the outside of the station facing Anlaby road but I’m concentrating on the inside wall of the station now.
Matt gave me some of his arches so I could accurately model the roof and snap it to his.
And now I’m currently working on the inside wall of the station, it’s not looking so neat at the moment but I will tidy it up. I hope to have it fully modeled and checked for scale in UDK before we break up for the Christmas so then have that time to unwrap and texture it.