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The Development of Unreal Tournament - Essay Example

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This essay analyzes the fantastic game product called “The Unreal Tournament”. This great game engine has set the standard for online FPS games for the past several years. Created by a company that goes with the name EPIC, the game became well-known for its online multiplayer capabilities…
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The Development of Unreal Tournament
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The Development of Unreal Tournament 1. Introduction Imagine a world where death means nothing. Where, after killing, you are received back into life. Moreover, imagine a world where instead of serving life in prison, you are rewarded, with points of course, for killing people. Imagine a place where you can handle the most up-to-date, powerful weapons. The fantastic game product called “The Unreal Tournament” makes this all possible. This great game engine has set the standard for online FPS games for the past several years. Created by a company that goes with the name EPIC, “The Unreal Tournament” series became well-known for its online multiplayer capabilities because it never really had a single player aspect. However, the latest instalment in the series, the Unreal Tournament III, has a single player campaign. The story in Unreal Tournament III is extremely simple and the game play is not exactly unique. It has got the exact same game types in single player as it has in multiplayer. The only real difference being, all of the opponents are bots, or computer-controlled artificial intelligence (AI). However, I personally think that the single player campaign is the only negative aspect of “The Unreal Tournament”. Undoubtedly, Unreal Tournament’s biggest selling point is the online multiplayer experience. There are over thousands of servers to play on and even more different types of game play (often user-created) and it’s completely free of charge. The unique thing about playing online is that PC users and those with a PS3 have the option of either playing together or against each other in the same game. This increases the total number of players online and ensures that you will have no trouble finding people to play any game type. The game supports all the normal and usual multiplayer features such as chat and voice chat. The graphics are just simply a big improvement compared with the graphics of the previous instalments in the series. The game couldn’t possibly look any more realistic and real. Everything from the walls, to the static mesh’s, to the debris and even the water looks real enough to touch in Unreal Tournament III. The improved graphics can even make just watching this game fun, and even more enjoyable to play. 2. The Unreal Tournament Game Editor The Unreal Engine is a great piece of software application that is coupled together with most of the games created by the company EPIC. It is a basic tool software that the company uses to produce the games they have sold in the past or are being sold presently in the market. The unique and specific feature of the Unreal Game Editor is that it can be used to create a totally different game. The Unreal Engine has been used to produce several games that we may be familiar with, such as Deus Ex, Brothers in Arms, Lineage 2, Tom Clancy’s Rainbow 6 and Splinter Cell series, Vanguard, Bioshock, and Mass Effect, just to name a few. Before starting to work with the Unreal Tournament 3 Level Editor, it is a good idea to think about the design and method on how the level should be developed. A good technique is to draw up a rough sketch where important questions can be considered and pondered upon before actually starting working on the game level. In relation to this, below is a list of a few examples of specific questions which I have considered before producing my game level. Once we have analyzed and addressed the following questions, we can start with the level editor. How many rooms should be found in the level? What type of theme is most appropriate to use? What type of game is suitable to choose for the level? How many players should be added in the game? How complicated will the functionality of the game level be? These questions are merely guidelines that can be used to assess and evaluate the type of level the player wants to create. I have thought of these questions to save my time and to guide me so that I have an idea of what I want the game level to look like, rather than trying to visualize my thoughts on the spot while working on the level editor itself. I believe that it is a truly effective technique to be able to translate one’s thoughts in an organized and fluent manner, and ensures that all ideas the player wants to create in the game level will not be forgotten. 3. The Usage of the Unreal Game Editor By starting up the level editor, four (4) large windows which are called viewports will be displayed. These viewports can be used to navigate through the level in design style. The viewports contain a perspective view (3D view), as well as a top down view, a side view and a front view. The viewports can be recognized by taking a look at the icons above each viewport, as seen below in Figure 1. Figure 1- Viewports (Unreal Level Editor Software) The viewports are labelled P, T, F. and S, which stands for each type of the respective viewport. For example, a viewport with the icon P means that it is the perspective viewport, while the icon S means that is in a side view. The progress of creating the game level can be followed by looking at the dynamic light view port, as seen below in Figure 2. Figure 2- Dynamic Light View Port (Unreal Level Editor Software) 4. Navigation Before starting to make the game level, knowledge in recognizing how to manipulate and move around inside of the viewports is needed. This manipulation and movement around the different viewports is done by using the mouse buttons and moving the mouse. For the 360 degree rotation movement, we need to hold the left button down and drag the mouse forward and backward. Holding down both mouse buttons at the same time allows moving up, down, left and right. On the other hand, holding down the right mouse button only allows pitching the view at any angle. Moving around in the other viewports is really easy. It can be done by holding the left mouse button and dragging the mouse or by scrolling the wheel to zoom in and out. If any of the other movements is used, the whole viewport could be ruined. However, it can be easily fixed by clicking on the icons above the viewport. 5. Rooms After gaining the skills for the basics movements inside of the viewports, the first room can be built. The icon responsible for creating a room can be found to the left of the viewports, as shown in Figure 3 below. Figure 3- Icon panel: Image Source (Unreal level Editor Software) Now, at this part of the development process, we might come across a situation where major points should be discussed such as: Will it be an inside or outside level? How big should the level be? Will a rough sketch be needed for the better organization and structure of the whole level? For my level, I have chosen a group of similar rooms and the aim of the level is to capture the flag. In addition to this, I wanted to create an environment which is half a challenge and half a battle of not to get killed first by the opponent. In support of this idea, I have drawn a simple map as seen in Figure 4 below. Figure 4- Personal draw (Picture taken by personal camera) Inspired by the map and the ideas, I was ready to start building the level room by room. In creating the rooms for my level, I have been vigilant in following a very important advice from our tutor which is, that numbers chosen for the dimensions must be in multiples of 4 in order to avoid any incompatibilities. Building a room can be proceeded by clicking on the cube icon which can be found in the left tool. For different shapes and general attractions of the level, the dimensions’ numbers could be changed by right clicking on the cube icon. This will bring up the brush builder window. Changing the X, Y and Z properties will give the room a whole new look and different characteristics. For example, in building a corridor or hallway and making look it more realistic, the brush is needed to be resized to the following figurers (32, 128,128). Figure 5 below shows an example of the arrangement of rooms as seen in the Unreal Level Editor Software. a Figure 5- Arrangement of rooms (Unreal Level Editor Software) 5.1 Adding Textures In order to change the texture of the walls, floors, and ceilings, a selection of one of the many items is needed. This can be done by clicking on the dynamic view on the exact item which should be edited. In the perspective viewport, navigation to the center of the room is needed. By selecting one of the walls, a light blue colour will be displayed. Once selected, right click on the wall and click to select surfaces and then adjacent walls. Doing this will select all walls inside the room. Browsing through all the different textures gives a broad spectrum of options in order to help in choosing the most suitable architecture for the specific level. If we take a look at the viewport, it can be seen that it has applied the texture to the walls. Changing the texture on the floor and ceiling utilizes the same process. The architecture which I have chosen for my game level should bring up a feeling of an old underground training base station. The reason why I have chosen this specific style is that this could make the game look much more realistic and convincing. A picture of architecture texture can be seen below in Figure 6. Figure 6- Architecture (Unreal Level Editor Software) 5.2 Aligning Textures Depending on the type of texture used, it can be noticed that it looks a little bit off. Moreover, the textures appear to repeat themselves. On one hand, this can sometimes make the process of matching and mixing with other types of wall textures difficult. On the other hand, it can also make the process of decorating the room much easier and faster. Figure 7- Wall Texture (Unreal Level Editor Software) As it can be seen in Figure 7 above, it looks like the wall textures are stacked on top of each other, which doesn’t look natural. In order to fix this, begin by selecting all of the walls in one room. This can be done by holding down the control key and clicking on each wall. Once all of the walls have been selected, right click on one of the walls and click on the Surface properties to bring up the rollout menu. There are two main properties that can be used and adjusted to make our texture look more realistic and natural. One of these two main properties is called scaling. In the scaling section, under the label Simple, clicking on the down arrow will bring up a list of available properties for the scale of the textures. A general rule of thumb in choosing the correct scale is for every 128 units in the size of the room, which will increase the scale by 1 whole number. However, a custom number can also be inserted in either the vertical or horizontal axis. Aligning the different textures can become the most tedious part of creating a level since it plays a major part in making the game look and feel more natural. It is important to maintain a sense of effortlessness and spontaneity throughout the game as this will help make players feel more like a part of the game rather than just playing the game. 5.3 Lights and Player Start Lighting in a level is a very touchy subject and some game designers have even written entire books on how a level should be lit. However, the Unreal editor offers a big scale of options for solving lights issues in the game level. The first aspect to point out is that adding a light is done by holding down the "L" button on the keyboard and left clicking anywhere on the floor of the level. The second aspect is that the lights should be added far enough up off the ground. Manipulation of lights can make a huge difference on the appearance and aura of the game level. It can greatly affect the success of influencing the perception of the player and can trigger emotions of fear, calmness, or uneasiness just by placing the correct lighting. Using lights makes it possible to give the level a special mood and atmosphere by changing the main colour. This is another way to create an even more interesting environment during game play. However, improper placement and control of light can also offset the vibe in the level and make it seem even more unreal. There are also controls for adding players and assigning their starting points in the game. For adding a player, the editor should already have the player start actor saved in the right click rollout. The editor should pick a spot on the level. Right clicking on the spot displays the rollout menu where clicking on the Add Actor icon will align the Player start point. 5.4 Static Meshes and Actor Classes At this stage, the Unreal Game Editor can truly show its strengths. The software offers a huge database of already prepared, ready to use, good-looking static meshes. The icon responsible for adding static meshes can be found in the top panel tool above the top viewport. Clicking on the icon brings up a huge menu of a collection of static meshes categories. In addition to this, suitability of the category to be used depends on the specific theme of the level. While static meshes can be considered highly for its very interesting input into the scenario, an actor class option can provide the level with a whole new functionality. An actor class icon can be found in the same panel as the static meshes icon. Personally, I have found this part of the development process as the most interesting during the creation of my game level. Below, as shown in Figure 8, I have given some examples of static meshes and actor classes which I have used for the level. Figure 8- Static meshes and Actor classes (Unreal Level Editor Software) Adding of doors, stairs water volumes lights and many more others objects completes the level’s look of an old underground training base station. 6. Functionality and Game types The functionality of the level depends on how much complicated the level is going to be and what will be the purpose of the game level. Different game types require different game environments. Considering this main key fact will help avoid some misunderstandings which might come up during playing the game level when a wrong environment is chosen for specific game type. There are different game types modes from which can be chosen, each with a different aim. These are listed below as follows: Single player Death match Team death match Capture the flag The last three options mentioned are the most suitable for creating a perfect battlefield through the use of the Unreal Game Editor. “Capture the flag” was the game type which I have chosen for my game level. Looking at the top view of my game level, it can be seen that the players are given same conditions and possibilities. It becomes a small challenge where the players need to sort out the minor task of choosing who will be the first one who will get in to the biggest room when the doors in the smaller rooms with pools open only from one side of the room. After finding the secret pool corridor which leads to the biggest room, the players are going to meet for the first time. After this point, it becomes a real challenge among the players of who will capture the flag first. Another challenge is trying not to get killed in the process of competing with other players. After capturing the flag, the player has to complete the same route again, where again the players are given the same conditions. Read More
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