Here’s a post about another important new piece of gameplay for my level that I’ve always wanted to learn how to do, Keys and Locked Doors. Blocking off paths forces the player to complete a certain goal and/or navigate through the level to find something in order to progress.
Here is the new 3D model, a Toolbox. I wanted to create a new model for the players to keep an eye out for that might hold something important.
I’ve always wanted locked doors and keys in my level. Here is whole Kismet scripting I’ve been working on. There is still a little more when you scroll down. I combined the Hourences door tutorial and the UDK forum key and door tutorial.
Here’s a door in the level, but it’s locked and won’t open. A text appears and tells you that a key is required for this door to open, which number of key it is, and gives a slight indication of what’s behind the door or what it lead to.
Here’s one of the keys in the level which is a purple particle effect. I toke and existing particle effect and just changed the color of it. The player should take notice to the color and that it will be different from upcoming ones.
Here’s what the particle effect will look like if the player collects it. It changes form to let the player know that they picked it up and can now open doors that’s to the corresponding keys.
If the player goes back to the door that was locked with the correct key it opens and the player can proceed.
There are a total of 7 different color particle effects. Here’s a light blue one.
Here’s a yellow colored particle effect.
Special thanks to the Ayalaskin for his insight on the UDK forums with the helpful tutorial.
Next Post, I’ll do some level weapons and item placement in the level.
Monday, January 31, 2011
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