Thursday, 26 February 2009
Week 3a Tasks
General:
Annotations of maps
Technical research
#Working equipment
#3Dsmax09 .mdl importer
#Condition scripting
#Restricting character selection
#Creation of NPC
Rob:
#Inclusion of the house scenario
#Final logo/branding design
Ben:
#Concept Art of tunnel
#Converting sketch of blueprint to Visio
Vern:
#Plans to Visio
Julian:
#Complete scenario
#Concept art/storyboards
#Blueprints
#Scenario write-up
WIP Report: WK2b Summary
Julian was absent with pinkeye and is expected to submit his work sometime over the weekend.
Monday, 23 February 2009
Week 2b Tasks
This will entail a background of the scenario, a detailed briefing with information regarding environment, list of equipment that the player will have access to, any NPCs that are to be included, any custom meshes that need to be created and the win/lose conditions of the scenario.
Accompanying the scenario section should be an environment layout/blueprint, storyboards, walkthrough and if time permits concept art.
Just to specify who is doing what:
Ben – Scenario Design
Julian – Scenario design
Rob – Design Document, UI design
Vern – Scenario design, Avatar/character design, equipment
WIP Report: WK2a Summary
Friday, 20 February 2009
Week 2a Tasks
Locations:
#Domestic home (house, shed, garage) - Rob
#Petrol station - Vern
#Warehouse – Julian
#Construction site or Tunnel crash - Ben
This research will eventually be turned into playable scenarios for VFS.
Thursday, 19 February 2009
Features
Here is the list of features that we hope to achieve with VFS:
Environment
Utilising the Source Engine, VFS aims to recreate many different scenarios based upon real-world fire incidents, brining the user as close as possible to the event without the risk involved in simulating fire drills.
Simulated Flashovers
Flashover risks implemented to instil a sense of caution into the user, accurately simulating one of the most dangerous aspects of fire fighting.
Teamwork
Multiple client connectivity allows the trainees to function as a group as if in a real situation, prompting teamwork and tactics.
Fires
Simulation of Fires and the many different types of fires is at the heart of VSF, imitating how real fires would behave in specified situations including Flammable solids, liquid based fires, electrical firs and flammable metals.
Dynamic Hazards
Scripted events to alter the play-through experience depending upon user interaction ensure that a scenario has multiple directions facilitating different training methods.
Hint Station
Advice from professional fire fighters regarding tactics and equipment is available via the recreated Fire station.
After Action Review
A score sheet, assessing the users’ performance in terms of goals attained and time taken to complete/ fail the simulation.
Monday, 16 February 2009
WIP Report: WK1a Summary
Analysis, comparing two of the most popular game engines was also concluded, stating that Valve’s Source engine is better matched to the teams needs due to ease of modifying and a greater amount of attainable documentation regarding modding the game.
Thursday, 12 February 2009
Week 1a Tasks
Technology (Rob):
Investigating which game engine is best suited to VFS’s needs.
#The player must be able to extinguish fire
#Fire must be able to spread
#Fire able to harm the player
Equipment (Vern):
Detailed research and images of fire fighter’s equipment.
#How it works
#Video and Images
#Attire
Training (Ben):
Documentation and media of training routines performed by real firemen.
#Rules/procedure fire fighters must abide to
#Scenarios used in training
#Video and images
Environment (Julian):
Research into typical environments and hazards firefighters encounter.
#Types of fire
#Other environmental and hazardous risks
#Video and Images
Deadline: 16/02/09