Thought I'd have a stab at a 3D object and went for a musket. It's not quite finished but the main shapes are there.
Monday, 18 January 2010
Sunday, 17 January 2010
18.01.10: Video Spam!
I didn't think the quick video of the textured map really did it justice so I've created this more detailed one.
17.01.10: Back in 'ketchup

The map is coming on nicely so I decided to potter away in Sketchup for a while. I have textured most of the surfaces and added the main structure to the underground armoury. It's not too far off when I can just start adding objects; both from the online stock and my own.
I have used the default textures for now as they are fine for the smaller areas and angles and align really well on the surfaces. I may be able to develop my own from the photography I took of the location and add them in later.
Wednesday, 13 January 2010
13.01.10: Map Development


I wasn't happy with the previous navigation of the Flash map as it didn't feel like anything I'd find in a real game. I also wanted to try something different to the standard freeroaming map as the majority are functional but not anything special or memorable. As I mentioned before, I found the Far Cry 2 map to be really interestingly innovative and played a major role in the entire game.
While not to the same extent, I have redeveloped the map to incorporate a magnifying glass. I have checked, and they were definitely in use centuries before the game, so they realistically fit, and it suits the 'captains desk' theme I am developing with the clutter around the main map.
The user can now select 3 different levels of magnification or turn it off, and after some fiddly restructuring, both the rivers and parishes work again, as should any other legend data I choose to add. I think it feels different but fun and is hopefully functional enough to be used easily. A key feature of the Far Cry map was that it wasn't as easy as pausing and checking a menu, similarly to the Hitman maps, but I think in both instances it added to the gameplay.
I have also scanned a number of images of contemporary art and design from the time, such as propaganda and training manuals from several books I got over the Christmas break. They should help make the visuals really diverse and have enhanced the map considerably.
Tuesday, 12 January 2010
12.01.10: Flash Map



I have now got an edited map image with more detailed shadows into Flash. You can view the map at 4 different levels of zoom, and layer on 2 legend items: Parishes and Rivers.
I worked for a while with making the map draggable and to use the mouse wheel to zoom but couldn't get anything decent to work. The different levels of zoom could therefore be a scale, such as with the innovative Far Cry 2 map which was interesting and realistic by being slightly inhibiting, or like the layered elements of the Hitman series' maps. The scrolling works with the directional keys and is similar to how a gamepad analogue stick would work with the map.
The two legend elements function using variables so that they remain on or off even when the user changes scale. The area is divided into 'parishes', many of which follow the actual historical parish boundaries and when complete should total 50; a similar quantity to GTA San Andreas and Saints Row 2. They also show information when you roll over them; the faction ownership and revenue, in a small popup box which disappears when none are selected to keep the HUD tidy. The current 'placeholder' interface will be replaced by relevant objects to represent each legend element which should make interaction more dynamic.
The rivers split up the map well and along with the parishes look quite effective in my opinion, as the alpha levels allow texture and detail through.
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