To make use of the central space I filled it out with UDK assets to make it more interesting to explore.
To increase the insenstive to explore I added mask collectibles about the environment-
The kismet for the masks has a touch trigger which destroys the mask mesh and toggles on a light which is at the end of the level showing which masks were collected.
To emphasize which masks were collected i made a cut scene that focuses on each of the masks. The ones with a spot light on were collected.
The level is now done, here is how its looking:
Tuesday, 25 June 2013
Monday, 24 June 2013
Level Kismet
Before
starting the Kismet, there were some basic assets needed for the puzzles in my
level design doc. I made a hexagonal pillar and a thin cylinder for a trip wire.
I exported the assets from 3ds Max as FBX files, and then imported them into
UDK using the Content Browser. I imported the assets into the Map package for
the level and applied a basic grey material which is on all the BSP.
The
first puzzle is a maze like structure with trip wires that cause damage to the
player. Three trip wires is what it takes to kill the player so they have to
approach the goal with care.
Here is
a screen grab showing the blocking volumes and tripwire-triggers making up the
puzzle:
I populated the blocking volumes with UDK stock assets:
Here is the kismet for the tripwires which modifies the players health and plays a damaged camera animation when the trigger is touched. It also triggers a small explosion to emphasize the action and then destroys the tripwire mesh. The goal is represent by a glowing hexagon – for this I used a simple emissive material made in UDK.
Here is the basic emissive material for the hexagonal goal:
The platforms that drop the player down all have the same matinee sequence which is reversed is the player hits the trigger that is located on the path back to the puzzle entrance.
Completing both puzzles lights up the hexagons above the door and opens the door...
Inside is a big glowing wall with masks that animate by coming together and a much larger mask moving through the wall
A passage to a room below and the end of the level then opens up.
This is a overview of the level at the moment. It needs populating with assets and small mask collectibles to make it more interesting to explore.
Friday, 21 June 2013
Blocking out
Blocking out the level the first time around caused some problems. As I was trying to build curved walls, I found that the engine would suffer with the amount of stuff I was using.
I went back to basics and found a far blockier lay out worked better.
I went back to basics and found a far blockier lay out worked better.
The next task is to get the Kismet into the level.
Level Design Changes
Top Down Maps and Obstacle Maps
Original Map and Changes.
Version 1
Originally, the map was set inside and was a lot more
geometric. It then developed to being outdoors and a lot larger than needed.
This map was deemed too large, so it was tailored down.
Even with a large segment removed, it was still too big for
a 5 minute segment so it was condensed again.
Version 4
This version is a lot more manageable for a 5 minute segment
and is condensed enough to still remain interesting without being too busy.
Still some tweaks needed to be made as the second switch is
unprotected, so the arrows and tripwires were added as well as different
elevations to make the level more interesting.
Final Version
Subscribe to:
Posts (Atom)




