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.
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