Here’s a post about another important new piece of interaction, environmental ascetic, and gameplay for my level, Water. Water being placed around the level and swimming was my goal for this level
Here is the beginning of the level and a clear view of the water which how it looks mostly throughout the level.
Here is water going through two split passages.
Here’s very shallow pool of water before descending to a lower level.
Here’s one of the final rooms of the sewer that has water it them. There is a pool of water that the player will have to avoid taking a swim by jumping onto crates to get to the other side.
This surface water actually moves when it’s shot, step upon, and etc
Under the surface a water volume is placed so that the water is swimmable and that the player will start taking damage when they stay under too long. I’ve made the water blurry for the player as if they’re really submerged under water.
Special thanks to raven67854 (Raven) for the helpful tutorial.
Next Post, I’ll demonstrate keys and locked doors within the level.
Friday, December 31, 2010
Wednesday, December 8, 2010
Blog 13 – Destroyable Crate
Here’s a post about another new piece of interaction and gameplay for my level, Fracture Meshes. Destroyable static meshes (3D models). When the player shoots the model it will explode into pieces depending on the setting.
Here is the static mesh that has been converted into a fracture mesh in the static mesh editor which is a crate.
Here is the crate which is now a fracture mesh during gameplay.
Here’s the crate being shot and is exploding. I chose a simple small explosion as the destroyed effect.
Here’s the aftermath of the crate being shot and blown to pieces. I want to thank Hourences for their very helpful and new Fracture tutorial.
Next Post, I’ll display water throughout the level.
Here is the static mesh that has been converted into a fracture mesh in the static mesh editor which is a crate.
Here is the crate which is now a fracture mesh during gameplay.
Here’s the crate being shot and is exploding. I chose a simple small explosion as the destroyed effect.
Here’s the aftermath of the crate being shot and blown to pieces. I want to thank Hourences for their very helpful and new Fracture tutorial.
Next Post, I’ll display water throughout the level.
Thursday, December 2, 2010
Blog 12 – Mover for the Door
Here’s a post about a new piece of interaction and gameplay that I’ve always wanted in my levels, actual moving doors; doors that open and close. It opens when the player touches it and closes when the player steps away from the trigger volume invisible to the player during gameplay. I used an InterplacerActor (InterpActor) Mesh and the Unreal Matinee to animate it.
Here is the Unreal Matinee window. I made it used three key points to animate it. I used three positions to make the animation a little smoother than the recommended two keys. The Unreal Matinee animates the rest after the keys are set.
Here’s the kismet (programming) for the door. I‘ve added another new aspect to my level, sound. When the door opens, a door opening sound effect will play and when the door closes, a door closing sound effect will play. A safeguard trigger has also been placed to ensure that the player doesn’t get stuck inside a room. I want to thank Hourences for their very helpful Movers tutorial.
Here is a shot of the door in the editor. I’m just showing how this set up works. The InterplacerActor mesh is there with a trigger icon next to it. The green box is a TriggerVolume box used for the safeguard.
Here’s an in-game shot of the Door moving in action.
Next Post, I’ll display fracture meshes which is for destroyable static meshes.
Here is the Unreal Matinee window. I made it used three key points to animate it. I used three positions to make the animation a little smoother than the recommended two keys. The Unreal Matinee animates the rest after the keys are set.
Here’s the kismet (programming) for the door. I‘ve added another new aspect to my level, sound. When the door opens, a door opening sound effect will play and when the door closes, a door closing sound effect will play. A safeguard trigger has also been placed to ensure that the player doesn’t get stuck inside a room. I want to thank Hourences for their very helpful Movers tutorial.
Here is a shot of the door in the editor. I’m just showing how this set up works. The InterplacerActor mesh is there with a trigger icon next to it. The green box is a TriggerVolume box used for the safeguard.
Here’s an in-game shot of the Door moving in action.
Next Post, I’ll display fracture meshes which is for destroyable static meshes.
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