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Final critical reflection of my dance floor:

This is my critical reflection for my final dance floor build. I think my dance floor has turned out very nicely over the last couple of weeks. I think it meets all of the course requirements and even takes it a step further in some places.

Problems and issues that you have faced and how you solved them:

The main issue I had was not having enough time for building because I have had a full time table. I overcame this with good time management. I am very happy with how my dance floor build has turned out.

How you have interpreted the project brief:

I have interpreted the project brief as building a live music/Dancing performance space that contains all the relevant interactive media elements. I noticed that it was meant to be a group project but it has turned out I was capable of doing it by myself.

How well your design/build meets the project brief

I think I have meet the requirements. I think the most important thing to have was user interactivity. I have done this with the welcome note card, the flames, the dance balls, The video and in some ways the moving floor its self.

Areas which you would like to develop further etc.

Well someone put a good comment on my blog suggesting I add some seats to the build. I think this is a relevant idea and if I was going to take this build any further that’s what I will do. Overall I am very happy with the work I have done. Below is my original draft dance floor and the final product I think this shows how far my build has come.

Original

Final

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Dance ball Development

My dance balls mainly use code as well however they add a new layer of complexity. To go with the code you also need an avatar animation luckily I had some stored that I had picked up from Michael Jackson Island and also Isa gave me some. Once I had added the animation and code to my dance balls I changed the colour to a nice bright green and added some texture work to it. One cool thing about the dance ball is it has multiple copies of code which allows for up to ten dancers at one time.

Dance Ball Jive

Flame Development

I made my flame mainly by the use of code. Firstly I made a Cube and added the code to it. Once I had finished editing the code so that it changed colour one an avatar came into contact with it I made the cube bigger so it had more of a chance of people touching it. Once I had done that I made the cub transparent so you cannot see it.

Below is the code I used (Also thanks Isa for helping me understand it):

// Keknehv’s Particle Script v1.2// 1.0 — 5/30/05// 1.1 — 6/17/05// 1.2 — 9/22/05 (Forgot PSYS_SRC_MAX_AGE)
//     This script may be used in anything you choose, including and not limited to commercial products.//     Just copy the MakeParticles() function; it will function without any other variables in a different script//         ( You can, of course, rename MakeParticles() to something else, such as StartFlames() )
//    This script is basically an llParticleSystem() call with comments and formatting. Change any of the values//    that are listed second to change that portion. Also, it is equipped with a touch-activated off button,//    for when your particles go haywire and cause everyone to start yelling at you.
//  Contact Keknehv Psaltery if you have questions or comments.
//blueStartColour = <1.00000, 1.00000, 0.00000>;//                    <1.00000, 1.00000, 0.00000>
MakeParticles(vector startColour, vector endColour)                //This is the function that actually starts the particle system.{    llParticleSystem([                   //KPSv1.0        PSYS_PART_FLAGS , 0 //Comment out any of the following masks to deactivate them    //| PSYS_PART_BOUNCE_MASK           //Bounce on object’s z-axis    //| PSYS_PART_WIND_MASK             //Particles are moved by wind    | PSYS_PART_INTERP_COLOR_MASK       //Colors fade from start to end    | PSYS_PART_INTERP_SCALE_MASK       //Scale fades from beginning to end   // | PSYS_PART_FOLLOW_SRC_MASK         //Particles follow the emitter    //| PSYS_PART_FOLLOW_VELOCITY_MASK    //Particles are created at the velocity of the emitter    //| PSYS_PART_TARGET_POS_MASK       //Particles follow the target    | PSYS_PART_EMISSIVE_MASK           //Particles are self-lit (glow)    //| PSYS_PART_TARGET_LINEAR_MASK    //Undocumented–Sends particles in straight line?    ,
//PSYS_SRC_TARGET_KEY , NULL_KEY,   //Key of the target for the particles to head towards                                                //This one is particularly finicky, so be careful.    //Choose one of these as a pattern:    //PSYS_SRC_PATTERN_DROP                 Particles start at emitter with no velocity    //PSYS_SRC_PATTERN_EXPLODE              Particles explode from the emitter    //PSYS_SRC_PATTERN_ANGLE                Particles are emitted in a 2-D angle    //PSYS_SRC_PATTERN_ANGLE_CONE           Particles are emitted in a 3-D cone    //PSYS_SRC_PATTERN_ANGLE_CONE_EMPTY     Particles are emitted everywhere except for a 3-D cone
PSYS_SRC_PATTERN,           PSYS_SRC_PATTERN_ANGLE_CONE
,PSYS_SRC_TEXTURE,           “”                 //UUID of the desired particle texture, or inventory name    ,PSYS_SRC_MAX_AGE,           0.0                //Time, in seconds, for particles to be emitted. 0 = forever    ,PSYS_PART_MAX_AGE,          10.0                //Lifetime, in seconds, that a particle lasts    ,PSYS_SRC_BURST_RATE,        0.6               //How long, in seconds, between each emission    ,PSYS_SRC_BURST_PART_COUNT,  4                  //Number of particles per emission    ,PSYS_SRC_BURST_RADIUS,      0.5                //Radius of emission    ,PSYS_SRC_BURST_SPEED_MIN,   0.50                //Minimum speed of an emitted particle    ,PSYS_SRC_BURST_SPEED_MAX,   0.80                //Maximum speed of an emitted particle    ,PSYS_SRC_ACCEL,             <0.0,0.0,0.0>     //Acceleration of particles each second    ,PSYS_PART_START_COLOR,      startColour      //Starting RGB color    ,PSYS_PART_END_COLOR,        endColour     //Ending RGB color, if INTERP_COLOR_MASK is on    ,PSYS_PART_START_ALPHA,      0.55                //Starting transparency, 1 is opaque, 0 is transparent.    ,PSYS_PART_END_ALPHA,        1.0               //Ending transparency    ,PSYS_PART_START_SCALE,      <0.1,0.1,0.0>      //Starting particle size    ,PSYS_PART_END_SCALE,        <2.5,2.5,0.0>      //Ending particle size, if INTERP_SCALE_MASK is on    ,PSYS_SRC_ANGLE_BEGIN,       0.0                 //Inner angle for ANGLE patterns    ,PSYS_SRC_ANGLE_END,         0.0                 //Outer angle for ANGLE patterns    ,PSYS_SRC_OMEGA,             <0.0,0.0,0.0>       //Rotation of ANGLE patterns, similar to llTargetOmega()            ]);}
default{ state_entry() { MakeParticles(<1.00000, 1.00000, 0.00000>, <1.00000, 0.00000, 0.00000>); }  collision_start( integer num_detected ) { state change; }}
state change{ state_entry() { MakeParticles(<0.50196, 1.00000, 1.00000>, <0.00000, 0.00000, 0.50196>); llSetTimerEvent(6.0); }  timer() { state default; }}

 

 

 

Stage Development

I have made my final copy of my stage. The original stage is in the picture bellow which provided the overall shape. I have added different textures to it and also have put a gold finish around the out side of the stage itself. In the end I added a cool picture of a turn table behind the stage and a texture smoke that you cannot see in this picture that starts off orange and changes dark blue when you touch it. Overall I think my stage has evolved in to something good that just needs to have a dance ball added to it to give it that final touch 🙂

Old and New Stage

This is the code behind the smoke which is not in the picture:

// Keknehv’s Particle Script v1.2// 1.0 — 5/30/05// 1.1 — 6/17/05// 1.2 — 9/22/05 (Forgot PSYS_SRC_MAX_AGE)
//     This script may be used in anything you choose, including and not limited to commercial products.//     Just copy the MakeParticles() function; it will function without any other variables in a different script//         ( You can, of course, rename MakeParticles() to something else, such as StartFlames() )
//    This script is basically an llParticleSystem() call with comments and formatting. Change any of the values//    that are listed second to change that portion. Also, it is equipped with a touch-activated off button,//    for when your particles go haywire and cause everyone to start yelling at you.
//  Contact Keknehv Psaltery if you have questions or comments.
//blueStartColour = <1.00000, 1.00000, 0.00000>;//                    <1.00000, 1.00000, 0.00000>
MakeParticles(vector startColour, vector endColour)                //This is the function that actually starts the particle system.{    llParticleSystem([                   //KPSv1.0        PSYS_PART_FLAGS , 0 //Comment out any of the following masks to deactivate them    //| PSYS_PART_BOUNCE_MASK           //Bounce on object’s z-axis    //| PSYS_PART_WIND_MASK             //Particles are moved by wind    | PSYS_PART_INTERP_COLOR_MASK       //Colors fade from start to end    | PSYS_PART_INTERP_SCALE_MASK       //Scale fades from beginning to end   // | PSYS_PART_FOLLOW_SRC_MASK         //Particles follow the emitter    //| PSYS_PART_FOLLOW_VELOCITY_MASK    //Particles are created at the velocity of the emitter    //| PSYS_PART_TARGET_POS_MASK       //Particles follow the target    | PSYS_PART_EMISSIVE_MASK           //Particles are self-lit (glow)    //| PSYS_PART_TARGET_LINEAR_MASK    //Undocumented–Sends particles in straight line?    ,
//PSYS_SRC_TARGET_KEY , NULL_KEY,   //Key of the target for the particles to head towards                                                //This one is particularly finicky, so be careful.    //Choose one of these as a pattern:    //PSYS_SRC_PATTERN_DROP                 Particles start at emitter with no velocity    //PSYS_SRC_PATTERN_EXPLODE              Particles explode from the emitter    //PSYS_SRC_PATTERN_ANGLE                Particles are emitted in a 2-D angle    //PSYS_SRC_PATTERN_ANGLE_CONE           Particles are emitted in a 3-D cone    //PSYS_SRC_PATTERN_ANGLE_CONE_EMPTY     Particles are emitted everywhere except for a 3-D cone
PSYS_SRC_PATTERN,           PSYS_SRC_PATTERN_ANGLE_CONE
,PSYS_SRC_TEXTURE,           “”                 //UUID of the desired particle texture, or inventory name    ,PSYS_SRC_MAX_AGE,           0.0                //Time, in seconds, for particles to be emitted. 0 = forever    ,PSYS_PART_MAX_AGE,          10.0                //Lifetime, in seconds, that a particle lasts    ,PSYS_SRC_BURST_RATE,        0.6               //How long, in seconds, between each emission    ,PSYS_SRC_BURST_PART_COUNT,  4                  //Number of particles per emission    ,PSYS_SRC_BURST_RADIUS,      0.5                //Radius of emission    ,PSYS_SRC_BURST_SPEED_MIN,   0.50                //Minimum speed of an emitted particle    ,PSYS_SRC_BURST_SPEED_MAX,   0.80                //Maximum speed of an emitted particle    ,PSYS_SRC_ACCEL,             <0.0,0.0,0.0>     //Acceleration of particles each second    ,PSYS_PART_START_COLOR,      startColour      //Starting RGB color    ,PSYS_PART_END_COLOR,        endColour     //Ending RGB color, if INTERP_COLOR_MASK is on    ,PSYS_PART_START_ALPHA,      0.55                //Starting transparency, 1 is opaque, 0 is transparent.    ,PSYS_PART_END_ALPHA,        1.0               //Ending transparency    ,PSYS_PART_START_SCALE,      <0.1,0.1,0.0>      //Starting particle size    ,PSYS_PART_END_SCALE,        <2.5,2.5,0.0>      //Ending particle size, if INTERP_SCALE_MASK is on    ,PSYS_SRC_ANGLE_BEGIN,       0.0                 //Inner angle for ANGLE patterns    ,PSYS_SRC_ANGLE_END,         0.0                 //Outer angle for ANGLE patterns    ,PSYS_SRC_OMEGA,             <0.0,0.0,0.0>       //Rotation of ANGLE patterns, similar to llTargetOmega()            ]);}
default{ state_entry() { MakeParticles(<1.00000, 1.00000, 0.00000>, <1.00000, 0.00000, 0.00000>); }  collision_start( integer num_detected ) { state change; }}
state change{ state_entry() { MakeParticles(<0.50196, 1.00000, 1.00000>, <0.00000, 0.00000, 0.50196>); llSetTimerEvent(6.0); }  timer() { state default; }}

Evaluation #3

Detailed description of the build:

For my last evaluation I am going to give a description of the Colosseum of Rock. I chose this build because it is different from the normal dance floors I go to but I still like it. My first impression of the build is that a lot of time has gone in to building it because it has such a big performance area and place for the fans to stand/dance.  I like how you can go up on the stage and talk to the dj’s when they are performance it’s cool because it allows you to interact with them easily. Here is the SURL for the build: http://maps.secondlife.com/secondlife/Aloha%20Ocean%20Estates/125/37/22

There are a few different aspects to this build they are the main entrance, the dance floor. The seating arena and the stage.  The main entrance it quite large and is rounded like the entrance to the RL colosseum so it makes you feel like you are really entering one it also has a really gothic feel to it which is cool because the whole place is made for the metallic genre of music.  The dance floor is epic because it is big and the picture is just classic it’s of a guitar crest which glows a bit at night time which is really cool! The seating area also helps make it feel like a colosseum because it provides a layer effect. Finally the stage is great because it is really spacious and has lots of good spots for the performers which include a drum set, mics and a key board. I also really like the goblin over the stage that breathes fire they look really good.

Entrance

Dance floor and Stage

 

The community that uses the build:

As with the last build I evaluated I think this is easy to answer for this build. Anyone can use it just by searching for colosseum of Rock under the places category. I think anyone who wants to go to a metal style dance club can come along. I think anyone who is interested in going to a cool club would be interested.

Design aspects of the build:

Shape:

I think the entrance way uses a lot of rounded shapes and rectangular ones. Again as with the other two evaluations I think the main way they have been manipulated is with mathematics e.g. X,Y,Z settings. I think also there have been some layers added so there are multiple shapes sitting on top of each other as with any complex build.

Textures:

This build also relies quite heavily on textures. They have chosen allot of dark and grainy textures that work quite well because the colosseum is mad out of a brick/clay substance in RL. Also the texture work on the dance floor are amazing I cannot stress this enough the red out line at night is great!

Scripting:

There is some good scripting in this build there is scripting in the goblins, the stage equipment and in the notice board which tells you which song is currently playing. I think this is good because it helps the user get immersed in the build. The one thing I would have like to see from the scripting would have been some dancing balls that animated your character when you clicked on them. I could be wrong there may be some there, it’s just I couldn’t find any myself. Over all the scripting is good though.

Goblin

Overall View

Stage

My observations:

My overall observation is that the colosseum is a great place to go and listen to a DJ with some friends. I think the build is of a high quality just because it has a good presentation in my opinion. As I said the only thing I can see that is letting it dow2n is not having dance balls which I think is a bit of a shame. I think anyone who is into clubs in SL should go check it out!

 

Evaluation #2

Detailed description of the build:

For this evaluation I am going to give a detailed description of the entrance way to Michael Jackson Island. My first impression to this part of the build is that the entrance seems to capture one of Michael Jackson famous video clips for Billie jean when the titles light up white when he walks on them.  I thought the layout is ok but I the only problem I have with the entrance is there are two ways you can go. I don’t like this because one of the ways you can go seems to lead to nowhere maybe it is just for the view.  I found the overall design to be very open and spacious it reminds me of pictures that I have seen of never land Michael Jackson’s old home. Here is the SLURL of the entrance: http://maps.secondlife.com/secondlife/Michael%20Jackson/128/83/22

Now I am going to describe the different aspects of the entrance. When you first enter Michael Jackson Island there is a walk way over a river. The walk way looks quite plain. It is just some grey titles with a brick wall. There is more to it than meets the eye though when you start to walk down the walk way the titles light up white like the Billie jean video. Another thing to note as that a small fairy follows you around and welcomes you to the island one you step onto the walk way. Another thing that is interesting is the brick wall there is a place on it to leave a message. This is really cool because it gives the user a high level of interactivity and makes them feel that they have left a mark. On the other brick wall is a visitors board which is really good because it tell you what the island is about., that there is a fan club which you can click on to join and it also gives you all of the stats of the island telling you how many people have visited today and overall.  Once you reach the end of the walk way there is a teleport so you can teleport to the movie cinema complex. The movies that are running there are normally Michael Jackson related. Also there is a donation machine that tell you who last donated and how much they gave. The donation machine has a goal for each month and displays visually how they are going with their goal.

Walkway

Fairy

The community that uses the build:

This is quite an easy question to answer the simple answer is anyone can use the build as you can find it by just searching for Michael Jackson under the places category. From what I can gather though the main people who regularly use the build are part of the club. It’s sort of like a Michael Jackson fan club except its 3D and can be interacted with. I think basically anyone who is a fan would enjoy the island and should pay it a visit regardless of them joining the club or not.

Design aspects of the build:

Shape:

I think the entrance way uses a lot of square and rectangular shapes. Again as with the skills mastery hyper dome I think the main way they have been manipulated is with mathematics e.g. X,Y,Z settings. I think also there have been some layers added so there are multiple shapes sitting on top of each other e.g. the floor. I think there is a white tile set underneath the grey which is only visible when you walk over it.

Textures:

I think the entrance way relies heavily on textures to bring it to life. Without the textures the whole thing would be a bland square mess. Some of the more notable textures of the build are on the floor for the tiles and the bricks on the brick wall. However everything has some sort of texture work to it. E.g the fairy and visitor board also have some great texture work

Scripting:

Everything in this build is scripted which is good because it allows for a high level of interactivity. From the minute you stand on the walk way you notice that the tiles light up when you walk on them this must be some sort of collision detection script. The fairy that follows you around is defiantly on a script that must be set to display you name and to follow you around until you leave the walk way. The brick wall is running a script that an administrator of the island must have access to post new messages. Another item that must heavily really on scripting is the visitor board which has a user touch script to get them to join the fan club and a script that keeps track of how many visitors there have been which it displays on the board. The cinema teleport must have a script which is similar to my teleport script which takes you avatar to the cinema and last but not least is the donation machine which is running a script to show who last donated and how they are getting along with their goals visually.

Visitor Board

Brick Wall

Donation Board

My observations:

My overall observation is that the walkway does do a very good job at capturing what Michael Jackson was all about. I think the build is easy to use because it requires little effort to interact with it. To me the design looks good and the only small niggle I have with it is that the path way seems to go two ways one of the ways I consider to be a dead end. I think overall the build is total fantasy but I think this is great because a lot of the projects that Michael Jackson did in RL where very fantasy based any way! Overall the build is great for any on who is a MJ fan.

Entrance development

I have made my final copy of my entrance for my dance floor today! It is amazing what a little color and texture can do. I have included some screens so you can see the final red carpet next to the original draft. I would also like to thank Isa for helping me make the rope that goes in between the golden poles. The rope was constructed using a torus shape and a rope texture.

OLD AND NEW

OLD AND NEW 2