Wednesday, April 13, 2011

Blog 19 – Touch Ups

This post is more about an update of the level. Fixed quite of few things like gaps in doorways, spots where the player can get stuck behind the doors when they open, the texture and texturing UV’s, pillars for the last room, fixed the safety crates so the player can get out the water easier, trigger for the end of the level, trigger info for the first part of the level, and destructive able support pillars.

Here is a shot of the player triggering a trigger that gives them info. Telling them their objective and how to get pass locked doors.



Here’s a shot of the player triggering a second trigger that gives them a warning that they are not alone in this sewer. This gives the player a heads up about enemies lying in wait further in the level.



Here is a screenshot of the new texture in the level. Looks better than the previous texture I had in this level. Stone that has aged and damaged from time and moisture in the air.



Here’s a shot of the player triggering a third trigger that gives them more information about keys and doors. Also, telling them to keep an eye of for toolboxes which are the resting place for all the keys in the level.



Here’s a shot of the player triggering a fourth trigger that tells them how to pick up keys. What key on the keyboard to press (E) and in what position to be in to execute the command.



Here’s a shot of a door. All doors in the levels gaps and openings between doors and doorways have been fixed. There’s no more peeking through gaps to see what’s on the other side.



Here’s a shot of the player being pushed behind the door when it’s opened from the inside. There was a problem that when that incident occurred the player would get stuck between the door and the wall. The player would be stuck there for awhile and eventually would die. This was a problem that needed to be fixed. There’s no honor in the player dying that way is there?



Here’s a shot for the crate and rail contraption. This contraption allows the player to recover from falling in the water. Before this repair it was quite a pain to get out of the water, but not anymore. It’s easy as pie, now.



Here’s a shot of the final room. There now four support pillars. Theses fill up the empty space and provide cover for a proper firefight, but no one should get too comfortable sitting behind these, their destructive able.



Here’s one of the final things the player will see in this level. When the player reaches the exit sewer pipe, they will trigger a text telling them that they’ve completed the level and a cool sound effect plays. They are then done. They could just exit the game and go about checking out my other levels.



Here’s a shot of a destructive able support pillar damaged. I modeled a support beam to be in the middle to hold the destructive able support pillars up. Without they would fall over when the bottom of the pillar got taken out and the rest of the pillar cannot be damaged any further. Believe me I’ve tested with it.



Next Post, I’ll start lighting this level.

Thursday, April 7, 2011

Blog 18 – Checkpoints

Here’s a post about another important part of my level that I’ve always wanted to put in my levels, Checkpoints! The beginning of the level starts off on the third floor. The player will have to be really good and complete the level without getting killed or if the player would die he or she would have to start all the way over from the very beginning. All the keys would still be in their possession, but it’s a large level, so the player will have to go through the level all over again which might be annoying. But with the checkpoints the player would have to make it to a certain point in the level and if they died, they would keep all their keys, and respawn at a location near the last checkpoint marker they hit before they perished.

First, I put a PlayerStart at a spot in the level. Then went into its properties disable it or uncheck “Enabled” and “PrimaryStart”, so the player doesn’t accident spawn at any place they have not been before. Use a TriggerVolume that needs to be touched only one time. When it’s touched, I have 2 toggles connected. One toggle to disable the past PlayerStart and enable the newly reached PlayerStart.

Here is a shot of player going through the door that requires the first key of the level. Checkpoint # pops up to tell the player that they’ve reached a checkpoint. The respawn PlayerStart for the checkpoint is to the right.




Here’s a shot second checkpoint in the level. After the player opens the door that requires the second key that leads to the third key. The player will trigger the next checkpoint. The respawn PlayerStart for this checkpoint is doing a 180 degrees turn and to the right outside the door at the end of the hall.



Here is a screenshot of the third checkpoint in the level. After the player acquires the fifth key and opens the sewer gate on the third floor that leads to the second floor. The player falls and triggers the checkpoint. The respawn PlayerStart for this checkpoint is at the end of the fall next to the portal.



Here is a screenshot of the fourth and final checkpoint in the level. This checkpoint can be triggered only after the player goes through the sewer gate towards the end of the level after acquiring the seventh and final key. The respawn PlayerStart for this checkpoint is a small distance backwards away from the sewer gate.




I want to thank MrMikertron for his video tutorial on checkpoints.

Next Post, I’ll do some work on new textures and the final room for this level.