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Arcade Komodo: Cash-driven Tournament Arcade

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    Arcade Komodo: Cash-driven Tournament Arcade


    Arcade Komodo is a Cash-driven Skill-based Tournament Arcade featuring a Soft Console powered by Unreal Technology (UDK) and TournamentBlitz Event Management System (TBEMS). Arcade Komodo aims to innovate within the online skill-based tournament game space (i.e.1,2,3,4) by providing robust highly-polished Arcade Style 3D Games, Real-Time 3D Contests and Game Shows. Games that cater to both casual and hardcore players. Popular Tournament games such as: Match 3, Mahjong, Solitaire, Hangman, and others, are presented in new and exciting 3D formats. Arcade Komodo is also the R&D platform for a new breed of entertainment products that takes Arcade DNA and splices it to a Video Slot Machine RNG, to produce games for the Next Generation Casino Games Player.

    Note: Arcade Komodo's Soft Console is a Game and its Genre: Game Console Simulator. This is a familiar game concept with a few new twists. In fact, I found inspiration for the Soft Console while playing the UDK Demos and educating myself on Unrealscript (UE3 implementation of Game Types). The UDK Deathmatch and CTF Demos are gorgeous, fast-paced, competitive and most of all fun! Multiple games under one hood, arcade-style mechanics at work, eye-candy, ideal for skill-based tournament gaming.


    TournamentBlitz Event Management System (TBEMS) was conceived in the BlitzBasic forums as the Blitz Online Scoreboard System (BOSS) in 2003. BOSS evolved into a Tournament System designed to manage online cash-driven tournaments in which Players paid-to-enter, compete for best score to win cash jackpots. The premise was to provide an easy-to-use API that transforms any single player game with scoring system into a cash-driven online tournament.

    Treasure Hunter VR is the first Game Entry in Arcade Komodo's Real-time 3D Game Contest Line up. The premise: Paid-to-Play 3D Action Adventure Treasure Hunt for Virtual Treasure with a 'Progressive' Real-world Cash Value. It is my desire to furnish the Arcade Komodo Soft Console several fun and innovative Game Modules that push UDK to its limits.

    Four-Of-A-Kind

    Arcade Komodo is a unique UDK Game concept and product. As such, I aim to build a hand-full of dedicated Co-developers to produce several Game Modules for the Soft Console over a course of 3 Years and beyond (UE4). The goal is to conceive - produce - release fun addictive games to generate revenue within 6 month development cycle. I believe this turn-around can only be achieved with multi-talented, high output individuals.

    I'm seeking out four (4) Jack-Of-All-Trades. A Jack-Of-All-Trades, is Game Developer who is strong several game dev skills, practically capable of producing a playable UDK Game or Level single-handedly. Such individuals would be skilled in Story Writing, Asset Creation, Programming, Publishing, and much more. These individuals also have incredible work-ethic. They're Creative, Take Initiative, Innovative, and Shares Knowledge for the benefit of others. These are the individuals I seek out to join Arcade Komodo.

    Sorry No Role Playing Allowed! A Jack-Of-All-Trades is not limited to any particular Role. Specified Roles work great for commercial teams, but, not so much for small online teams operating on a voluntary basis. Specified Roles create 'choke-point' dependencies, in which the departure of a member with a specialized skill can kill the project. The Four-Of-A-Kind Team Structure attempts to mitigate this dilemma. Although, individual Skill Level may vary, Overlapping Skill-sets, minimize 'choke-points' dependencies, maximizing production with a redundant self-healing talent-pool.

    Jack
    of
    Jack
    of
    Jack
    of
    Jack
    of


    Open
    Filled
    Open
    Open
    Class Skill Description
    X Management Game Design Manages Game Story, Content, Game-play Integration and continuity.
    X Management Coordinator Manages Communication and Coordination for Online Development Organization. Online Team Management Experience preferred.
    X Story Fiction Writing
    Expand the backstory of Arcade Komodo Games creating Fictional Universes and Mythos to drive Audio/Visual direction.
    Story Voice Acting Perform Vocal Narration (English Language): 1 Male Voice/ 1 Female Voice.
    X Story Music Composition Production of Musical Score (See: MOODSAURUS In-game Jukebox)
    X Story Cinematic Production of Cinematic sequences in Real-time, Pre-Rendered, Live-Action. Experience with UDK Matinee.
    Content Visual Effects Art Production of Special effects using particles. Cinema Background a bonus.
    Content 3D Animation Production of Modular Animation Sets for skeletal meshes Characters, Machines, Cinematic.
    Content Character Art Production of Modular Skeletal mesh components for Characters, Weapons, Vehicles, and Props.
    X Content Environment Art
    Production of Modular Static Mesh components for complex 3D Architecture, Vehicles, Weapons, Machines to populate environments.
    Content Level Design Production of Levels using Environmental assets.
    X Game-play Web Interface Programming Website Development. Integrates UDK Game Content and Data to Website. Languages: PHP, JavaScript, HTML5, MySQL.
    X Game-play Game-play Programming Creation of Game System that support modular Game Mechanics, Programming AI, new items and elements for use in-game. Languages: UnrealScript, C++
    X Game-play UE3 Network Programming Game-play Programmer Specializing in UE3 (UDK) Network programming and HTTP/HTTPS communication. Duel Collaboration effort with Web Systems Programmer.
    Game-play 2D/3D UI Design
    Production of Graphics Assets and Interface for Game(s).
    X Game-play UI Programming Production of User Interface In-game Browser Menus using Scaleform. Languages: Action-script.
    Technical Technical Art Production of Materials, profiling & optimization, polish.
    X Technical Technical Programming Tool creation, Utility Scripts. Languages: UnrealScript, C++
    Technical Technical Writing Production of Game Instruction Manuals and Technical Documentation, Knowledge Base Custodian.
    Technical Localization Writing Performs written language translation of Documentation and in-game text
    X Business Web Design Production of Graphics Assets and Interface for Website(s).
    X Business Monetization Design Implementation of online Micro-transaction and Security Systems.
    X Business Marketing Implements Real-world and online Referral Marketing Strategies. Experience with successful MLM Strategy a Plus.
    J O I N N O W

    Since its conception, the functionality of TBEMS has been expanded for multi-player games and applications. It's simple yet flexible Transaction Process supports all current Transaction Models, offers new transaction models not commonly implemented in games, and can be configured for any type of transaction model. TBEMS is designed to be secure and lightweight on the client side and can coexist with other Micro-transaction APIs. It provides Token Mechanism and Cyber Coin alternative for real-cash transactions.

    TBEMS continues to hold on to its original premise with the addition of supporting Cash/Token transactions for: Skill-based Tournaments, Scavenger Hunts, Treasure Hunts, Item Malls, Auctions, Pay-Per-Play, Paid-To-Play, Subscriptions, Donations, Crowd Funding Donations, Group Purchases, Cash based Achievements, In-game Advertisements, RNG Scoring Systems, many others.




    Click to Download the INSECTOIDZ Proof of Concept 2004 (Requires DX7).
    U/P: guest/guest


    About Me (F.L.Taylor aka TechLord). I developed TBEMS 1.0 in 2004 and have continuously returned to it over the years to update its design with innovations, that have yet to be introduced in a digital entertainment product. As a Game Systems Programmer, I've had my fingers in nearly every modern 3D game engine subsystem to include: Particle Systems, User Interfaces, Networking, Scripting, Physics, and 3D Occlusion Systems. I've written several mini-games and utilities in various languages and tend to hang out in web programming forums. Programming/Scripting is my strong suit, but, as an aspiring jack-of-all-trades I also dabble in 2D, 3D, and Musical arts. UDK brought me back to Game Development and I want to bring the world Arcade Komodo powered with TBEMS.

    I'm diligently programming Arcade Komodo's UDK Soft Console Core Systems (GUI, Modular Content Creation System, HTTP Communications) and Arcade Komodo Online (WordPress Plugin TBEMS 3.0 and HTML5 Theme Constructicon). I'm seeking out open-minded individuals who are interested in collaborating in the production of unique fun games with addictive Arcade-style game-play. More specifically, Games that can be produced on short development cycles, that have simple and intuitive controls, small sets of game mechanics, simple scoring systems, and short levels that rapidly increase in difficulty.


    Arcade Komodo: Development Game Plan Presentation


    Arcade Komodo is not just a game! It is designed with integrated systems to support online publishing, distribution, marketing, and transactions. I have a four (4) Stage Development Game Plan to evolve Arcade Komodo's Soft Console to Hard Console. A Development Game Plan that takes in consideration marketing strategies for use in the real-world to aggressively get the word out about Arcade Komodo Products and Services.

    Real-world Strategies:
    1. [*=left]Referral Marketing
      [*=left]Merchandising
      [*=left]Trade Shows
      [*=left]Press Releases
      [*=left]Billboards


    Online Strategies:
    1. [*=left]In-game Advertisement
      [*=left]Web Advertisement Co-op
      [*=left]Social Media
      [*=left]URL Everywhere



    #2
    Personally, for a project like this, I'd expect pay up front, not royalties.

    Comment


      #3
      Sent you my "application" as Tech Artist/Writer/Animator via registration, included my CV.
      If you have further questions about my skills, please feel free to contact me.

      Cheers!

      Comment


        #4
        Flog

        Arcade Komodo Online (web portal) construction is underway. I'm designing/programming the new Wordpress Plugin:TBEMS 3.0 and HTML5 Wordpress Theme: Constructicon. The new TBEMS 3.0 Plugin is designed to work specifically with the Game Server Control Protocol I wrote for UDK TCPLink. The current TBEMS Plugin for PostNuke CMS has been due an upgrade since 2005. The time is here to write a new TBEMS Plugin compatible with Wordpress and UDK. The Wordpress Theme Constructicon (powered by Construct 2), will integrate HTML5 Games directly into AKO to provide an additional layer of Tournament Arcade Game play to compliment Soft Console Game Modules (UDK).

        I'm actively seeking Multi-Talented Co-Developers to take part in building this Next Generation Cash-driven Tournament Arcade and there several positions to fill. Arcade Komodo's Soft Console introduces a new game genre: Game Console Simulator. Innovation is driven by requirement to present various game genres in a Tournament Arcade style. Arcade Komodo is not just a Game of games, its a software-based Game Platform with four (4) stages of evolution to transform from Soft Console to Hard Console. If you're seeking the commercial indie project that's truly a game changer (includes a Pay-per-Play running royalty compensation plan), then you must consider joining Arcade Komodo.


        Pre-visualization
        Arcade Komodo Logo created with Cooltext

        Comment


          #5
          Stage B is currently illegal in the U.S.

          Otherwise your ideas are interesting, as a poker player and programmer, I've thought about doing something similar, no time currently though.

          Comment


            #6
            Originally posted by spire8989 View Post
            Stage B is currently illegal in the U.S.

            Otherwise your ideas are interesting, as a poker player and programmer, I've thought about doing something similar, no time currently though.
            Hi spire8989. Thank you for your reply. We're aware of the current legalities for Stage B in the US. However, Arcade Komodo is a Global Game Platform. We also anticipate a change in US policy in the near future as the major industry franchises gear up for online game-play (perhaps, we can lead the paradigm-shift). The Chance-based Mechanism is integrated into the TBEMS Scoring System and can be simply toggled on/off at will. This mechanism is also applicable to skill-based tournament game-play.

            Just curious. If you did have the time, what games would you developed? What skill-sets would you apply?

            Comment


              #7
              Hello,
              Registered as Music Score Composer. Link to portfolio in profile.
              With kind regards,
              Mark Braga.

              Comment


                #8
                I'm somewhat curious, as I've had this problem before. How do you intend to pay someone who is in Ukraine?

                Comment


                  #9
                  ambershee, there is no problem). I have working PayPal(Russian) account, and...finally, bankwire transfer has not been canceled).

                  Comment


                    #10
                    Aha! Thanks airblank. In my case Paypal was not an option

                    Comment


                      #11
                      Flog

                      Progress with Arcade Komodo Online (web portal) development has been steady for the past two weeks. Although, it may not be very exciting visually, the screenshot below is my current state of progress with TournamentBlitz Content Management System Wordpress Plugin. The TBCMS WP Plugin is designed to communicate with the Arcade Komodo UDK Soft Console via Game Server Control Protocol (GSCP) TCPLink. TBCMS manages Arcade Komodo tournament events and services.



                      Of course, the above is the administrative back-end and it will follow the traditional WP admin theme. Following the WP Plugin, is development on a unique WP Theme specifically for Arcade Komodo Online. A Wordpress Theme powered by Construct 2, that integrates HTML5 Games directly into Arcade Komodo Online to provide an additional layer of Tournament Arcade Game play to compliment Soft Console Game Modules (UDK).




                      I'm also reviewing many different wp-themes and sites to get a feel of what I want to achieve visually. My intent is to seamlessly integrate the in-game experience with the out-of-game online experience. WOW does a good job of integrating the WWW with the Game. However, to pull off the integration I desire, the Soft Console has to become a Web Browser, and the Web Browser has to become a Soft Console.

                      I really want to present some unique eye-candy that conveys FUN and EXCITEMENT (without a lot text-print clutter). Perhaps, a web menu that resembles a in-game menu (a menu suitable to serve as the Soft Console menu directly, if desired). Design-wise, there is significant amount of gray area here, but, that's what R & D is for. Artistic points-of-view are welcomed and I'm open to suggestions on this concept.

                      Comment


                        #12
                        Flog: Arcade Komodo and Pseudo-MMOs

                        Arcade Komodo is not a MMO, however, it's Soft Console framework implements network topology designed to support a Pseudo-MMO. I credit Tobold Stoutfoot for the term, a Pseudo-MMO is a single or multiplayer (ie: 64 concurrent players) game with features often found in MMO's such as:
                        1. Persistence.
                        2. Economy.
                        3. Social Interaction.
                        4. Guilds.
                        5. Politics.

                        Arcade Komodo's Network Topology


                        Interfacing the Game to the World Wide Web, is the foundation
                        for MMO-like features in AKO. Arcade Komodo's Network architecture uses a Star Network Topology for client-server relationship that consists of centralized Master Server Complex {Master WWW Server (HTTP(S)) and Master Game Server (UDK)} to which Client Nodes {UDK Game Servers, UDK Game Clients, and Web Browser Application} are connected.
                        • The Master WWW Server provides command and control for UDK Master Game Server, Game Server, Game Client with a Game Server Control Protocol (GSCP) via HTTP over TCPLink. This communication enables The MSW to provide Game Server/Client registration and location services. The MWS serves web-based applications (TBCMS) to administrate in-game/out-of-game oline events & services. The MWS provides the centralized Content and Data repository(Database) to support data persistence and asset sharing.
                        • The Master Game Server is a special UDK Game server that handles distribution of Content Packages to UDK Game Clients.
                          GSCP was conceived to provide a clean, structured, and standard means of handling communications between Master Control Complex and Game Client and over HTTP TCP/IP. GSCP in a nutshell: a HTTP-Layer Protocol inspired by SIP that uses ordered Sequences of Transactions (Request/Response Message Pair) for multi-purpose communications. A GSCP Message consists of GSCP Header + Payload. The GSCP Header uses a custom derivative of the JSON-RPC. JSON is natively supported in both UnrealScript and PHP.


                        I manage all of this with a Web Application in the form of a proprietary Wordpress Plugin (See previous post for TBCMS). The heart of communication, is the Game Server Control Protocol. GSCP is intended to be a opened standard. The Post below is the initial draft (work in progress, subject to change without notification).

                        Comment


                          #13
                          Request for Comments: GSPC1.0
                          F 'Techlord' L. Taylor


                          Copyright Notice

                          Copyright © F.L.Taylor 2013 All Rights Reserved.

                          Abstract

                          Is a High level Application Layer (HTTP(S)-Layer) protocol that employs Ordered Sequences of Transactions (Request/Response Message Pair) for communication and control between Game Client, Game Server, and Master Server Complex. Inspired by SIP, GSCP was conceived to provide a clean, structured, and standard means of handling communications over HTTP(S) TCP/IP. GSCP Transaction implements JavaScript Object Notation (JSON) to encode 1 or more key-value pair (variable) and remote procedure calls (command object).

                          1. Introduction
                            1. Purpose
                            2. Requirements
                              • HTTP POST Method for Request Messages
                                • MIME Type "application/gscp" appended to HTTP Header field Content-Type

                              • JavaScript Object Notation (JSON) GSCP Header
                                1. Embedded at the top of the HTTP Request/Response Message Body
                                2. GSCP Header Declaration
                                  {"GSCP":

                                  • Provided at beginning of GSCP Header
                                  • On independent line
                                  • Type-strict and case-sensitive, must be presented exactly as shown, or ignored and treated as payload.

                                3. GSCP Header Termination
                                  }\r\n\r\n

                                  • Provided at very end of GSCP Header
                                  • On independent line
                                  • Type-strict Exactly as shown, generate error and abort processing to avoid data corruption.




                          2. Terminology
                            • This specification uses a number of terms to refer to the roles played by participants in, and objects of, the GSCP communication
                              • Header: Protocol Declaration followed by Key-value pairs, remote procedure calls, that are parsed and processed by Server to perform a task on the Server with the data in the Body
                              • Body: Chunk of ASCII/Binary Data that represents information, code, media, or applications
                              • Message: Data Structure containing HTTP Header, HTTP Body {GSCP Header, Payload Body }
                              • Request: Message sent from Game Client to Master WWW Server
                              • Response: Message sent from Master WWW Server to Game Client
                              • Transaction: A Paired HTTP Request and Response Message
                              • Sequence: A list of Transactions in a specified ordered also referred to as Ordered Sequence.
                              • Session: Game Session
                              • Server: Master Server Complex
                                • MWS: Master WWW Server
                                • MGS: Master Game Server
                                • TBEMS

                              • Client: Game Server or Game Client



                          3. Operation
                            • GSCP uses the HTTP Transactions to Register Clients, Update Content on the Clients, Relay information between Clients, provide a central command control over Sessions. GSCP can also invite Clients to already existing sessions. GSCP transparently supports name mapping and redirection services, which supports personal mobility in which Clients can maintain a single externally visible identifier regardless of their network location.



                          GSCP Header


                          GSCP Header contains JSON name-values pairs, arrays, and objects for GSCP Server/Client parsing and processing. GSCP implements Remote Procedure Calls using GSCPRPC 1.0, a derivative of the JSON-RPC 2.0. that adds the reverse method call in the response message. There are 4 types of GSCP Header Data Types: Mandatory, Required, Ordered, and Optional.
                          • GSCP Header Data Types
                            • Mandatory. Name-value that must be included in the GSCP Header and order-sensitive or results in abortion of Data processing. That all Names are not case-sensitive (converted to lowercase during parsing).
                              1. GSCP Header Declaration.

                            • Required. Name-value that must be included in the GSCP Header or result in the abortion of header processing. However, If Payload Object is present will attempt to cache payload.
                              1. Version:Float, GSCP Version
                              2. SessionID:Hashkey, Unique identifier for the Order Sequence Session. Both Client and Server should provide a means of persistence to track the SessionID and control Order Sequence Transactions.
                              3. Sequence:Enumeration, Current Session Sequence.
                              4. Transaction:Enumeration, Current Session Transaction type.
                              5. Token:Hashkey Transaction Security Token

                            • Supplemental. This data type is supplements the support of GSCP features
                              • Payload Object
                                • Size:Integer, Payload Size in Kilobytes. This key with a value greater than 1 also serves as the flag to indicate a payload appended.
                                • Format:Enumeration{ASCII,BINARY}, BINARY format is the default format.
                                • Path:String, Allows the MSW Server to specify a path to cache payload on the local machine
                                • Filename:String, Allows the MSW Server to specify a filename to cache payload on the local machine.


                            • Optional. This data type name-values are stored in a data structure (map) of some sort.


                          GSCP Transaction Request Header Example #1
                          {"GSCP":
                          {
                          "version":"1.0",
                          "sessionid":"1234abcdef",
                          "sequence":"DEBUG",
                          "transaction":"DEBUG",
                          "prj001_server":
                          {
                          "name":"FRAKTAL",
                          "mode":"1",
                          "map":"Prj001Testbed"
                          }
                          ,
                          {"gscprpc": "1.0", "method": "add", "params": {"first_number": 23, "second_number": 42}, "id": 3}
                          }
                          }\r\n\r\n



                          Security


                          GSCP provides a security mechanism in which the GSCP Header encrypted (and compressed*) prior to transmission via HTTPS. The encryption mechanism uses Vernam Cipher XOR and RSA encryption, in which the client initiates AUTHORIZE Transaction to request public one-time pad encryption key the size of the data to be sent securely to the Server. Each one-time pad is unique, utilizing a RNG to produce a key of the specified length. The public Key is returned in the payload body of the response.
                          1. The Client, then uses the public key, to encrypt a private one-time pad encryption key and sends it to the Server with the encrypted URL required as well as other encrypted http data.
                          2. The Server decrypts the symmetric encryption key using its private key and uses the Client’s symmetric key to decrypt its URL and http data.
                          3. The Server sends back the requested http data encrypted with the Client’s symmetric key.
                          4. The Client decrypts the http data using the symmetric key and displays the information.

                          The Master Server will use the AUTHORIZE Transaction to compare the Clients IP against a Access Control List of Banned IPs.
                          AUTHORIZE Request
                          {"GSCP":
                          {
                          "version":"1.0",
                          "sessionid":"F1!E2@D3#C4$B5%A6",
                          "sequence":"PURCHASE",
                          "transaction":"AUTHORIZE"
                          }
                          }\r\n\r\n

                          AUTHORIZE Response
                          {"GSCP":
                          {"gscprpc": "1.0", "result": 443, "id": -1}
                          }\r\n\r\nOne-time Pad Encyption Key


                          GSCP Ordered Sequences

                          Each GSCP Sequence must have a unique name, although they use contain Transactions with same names.
                          DEBUG Sequence
                          This sequence is used for GSCP Testing the Game Server on the Master WWW Server Game Server Location Tables.
                          1. INVITE Transaction
                            • Request GSCP Header
                            • Response GSCP HeaderPURCHASE Sequence
                              • This sequence is used to handle micro-transaction communications.



                          References

                          1. http://en.wikipedia.org/wiki/JSON-RP
                          2. http://code.google.com/p/jsonrpc-php/
                          3. http://www.codeproject.com/Articles/29730/Vernam-encryption-decryption-of-files


                          Design Notes


                          1. GSCP Assembly Language by F.L.Taylor with influences to JSON_RPC. Compiled Instruction|Operand Serialization, Stack/Register Machine Stream (Thread) processing on Remote.
                            {
                            "gscpasm": {"instruction": "abbr", "operands": {"type": value, "type": value}, "id": tracking_id}
                            }\r\n\r\n

                            GSCPASM Request Examples:
                            {"gscpasm": {"inst": "push", "op": {"reg": "eax", "const": 3}, "id": 1}}
                            {"gscpasm": {"inst": "pop", "op": {"const": "hello world", "reg": "ecx"}, "id": 1}}

                            {
                            "gscpasm":{
                            [
                            {"inst":"mov","op":{"var":"a", "reg":"ax"},"id": 1},
                            {"inst":"add","op":{"reg":"ax", "reg":"cx"},"id":2},
                            {"inst":"pop","op":{"reg": "cx"},"id": 3}
                            ]
                            }}


                            GSCPASM Response Example:
                            {
                            "gscpasm":{
                            [
                            {"id": 1, "result":{ 1, 2, 3}},
                            {"id": 2, "result":{ 1, 2, 3}},
                            {"id": 2, "result":{ 1, 2, 3}},
                            ]
                            }


                          Comment


                            #14
                            [SHOT]https://arcadekomodo.com/home/wp-content/uploads/2013/09/THVR_backdrop_1.png[/SHOT]
                            Preliminary Paradox
                            2D/3D Backdrop Art by Mezhulol & F.L.Taylor
                            (Created with UDK and GIMP)


                            THVR Maze Generator Tutorial

                            Comment


                              #15
                              MOODSAURUS: In-game Player Selected 'Mood' Jukebox

                              I'm planning the MOODSAURUS Jukebox for Treasure Hunter VR Series. The concept behind MOODSAURUS is simple: allow the Player to direct their experience by selecting music they prefer to listen to and assign them to a Mood Influence Category {Suspense, Celebration, Sadness, Boss-Battle, others}. Referred to as MoodSaurusCue, these are played when triggered during game-play to set a specified mood. Player's can select up to 7 MoodSaurusCues per Category and sort of groups of Categories by Theme:{Sci-Fi, Fantasy, Horror, etc}. MoodSaurusCue in a Category can be played back in a shuffle (random) or in a specified sequence. The MoodSaurusCues simplify level design by re-using the Player's selection list for all levels populated with them.

                              The current design of MoodSaurusCue is an UnrealScript class that extends the Trigger Class. The MoodSaurusCue creates an Actor that can be placed in a level to play a SoundCue upon Touch with the Player/Bot, or call to the PlayMoodInfluence(int categoryid) function. A MoodInfluenceCategoryID Property holds an integer value representing the Category to be played from. There are a few other support classes for managing Mood Influence Categories and Themes. MoodSaurusCue Class also provides state-based functions to handle transitions from one to another. In UnrealEd, MoodSaurusCues are setup using Level Streaming for Audio Memory Management.

                              The most complex aspect to MOODSAURUS's design is the Music files themselves. The challenge is to determine how the music is packaged and delivered. This will drive the design of the UI interface is implemented to select MoodSaurusCue, to save and load selections. The original idea was to play songs from CD, Hardrive or Flashdrive. Although I desire Music to be downloaded directly from a online source the easiest approach is to create Music Packages in which the player make selections. In other words, we pre-organize music by Theme and Mood Influence and let the Player pick the ones they prefer. I opened up to discussion and ideas on the concept.

                              Comment

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