Friday, November 6, 2009

FINAL

Installation




Research





http://www.youtube.com/watch?v=zKWNFDjP13E

Download map



Download:MediaFire

These should work also
http://www.mediafire.com/file/mndzwzdzkzm/z3288402HayleyNg.rar
http://www.mediafire.com/?mndzwzdzkzm

File Name: z3288402HayleyNg.rar 15mb

Cry file: z3288402people.cry

Objects Folder: 70mb aprox

Thursday, November 5, 2009

Because the initial idea required many people, during simulation, lag was the enemy.

Instead, I decided to reduce the amount of people and give my installation a trojan theme where the local player, or the person playing is the trojan, the people following are security and the people running away are scattered data.

The ground level is the entrance where everything is calm until you step foot into the bordered area. Lower level one, becomes more difficult as you try to maneuver around the security and get around, alternatively you can skip this and go straight to the 2nd lower level where the lighting affects (created from a negative diffuse multiplyer) seem to eventually way you down and as you get deleted, or alternatively you can escape along the train tracks.

The flashing lights are to generate fear, and paranoia. The negative diffuse multiplyer lights are also to simluate migrains or seisures as they create great disconfort to the eyes.

The proximity trigger is located in the general main vicinity which triggers security. However exiting the proximity trigger deactivates them.

On this computer, the glitch of the followers wasn't occuring so they would keep following me after I've left. The grunts were acting cautious which suited the idea of scattered data which, although were concerned of the threat, still decided to sit down and do what ever they were doing.

Initial Idea

From Koolhaas's idea of "Porche" I thought of using it with the spaces between people instead of within or between objects. To do this, I would make interesting patterns of people depending on the local player.

From using people following VS people runnin away, we can then see where people gather, their choice of path and consequentially the spaces and gaps between them.

From trying different methods and having help from different people, as well as tutorials

I found a variety of methods to make people walk

some used ai nodes and targets which didn't seem to work as well.
Another idea was to use a chicken boid and replace the model

I decided to rely on the natural movements of Grunts

And to make people follow you, I used an Architype - which IS able to change their model, except only on the computer (so I have to keep doing this for each computer I am on) and used this tutorial: crysis sandbox 2 tutorial - how to make a squad mate follow you - 2

Both work well, however the follow graph seemed a bit glitchy. The followers seem to stop once they are near my and wont start up again when I leave.