Today I asjusted kismet and my level for the last time. I added a light volume around the level to reduce loading times and improve performance. I also reduced jump height via the console command action, to add a more realistic jump height.
During the course of designing and developing this level, my knowledge of UDK and kismet has increased considerably. Infact if I were to redesign my level now knowing what I do now, it would be ALOT more ellaborate and complex.
UDK to me seems like a programme that is easy to pick up, insanely hard to master, but oh so worth it.
Overall I am pleased with the level. It definately could do with more puzzles and a more fluid level design, but for my first attempt I am happy. I will take the skills gleaned from this and start looking into material and particle effects to really increase the immersion factor for the next game/level I build.
Tuesday, 12 April 2011
Monday, 11 April 2011
Designer Notes
Ok so I have made alot of progression recently. Firstly I have discovered that toggling the HUD off will also hide text displays so I must either find a work around for this (deleting HUD file from UDK) or leave it displayed.
On the subject of logs, it turns out you can only display 35 characters on the log before it is truncated. For the storyline of my game, I had to break the text down into many smaller strings and present them in delayed log actions-
On the subject of logs, it turns out you can only display 35 characters on the log before it is truncated. For the storyline of my game, I had to break the text down into many smaller strings and present them in delayed log actions-
Thursday, 7 April 2011
Designer Notes
Level construction is virtually completed and alot of the kismet is sorted. I just wanted to share how I set the materials to allow a photoshop file (in this case a letter) to appear over an existing material.
Saturday, 2 April 2011
Designer Notes
The floor layout was finished today. The roof will remain off untill all the matinee sequences have be created and static mesh decorations added.
A few ajustments have been made to my initial plan. Firstly I will not do an ingame tutorial. For such a short game, I feel it will subtract from the experience.
Secondly I will not record voices to implement. I would like to focus on refining the mechanics at this point.
Lastly I have scrapped the stairs from my plan. For the stairs to get to the desired height along the z-axis, coupled with the short y-axis in which i designed to do this causes UDK to crash. Instead I am implementing a slope.
I also discovered when making a static mesh and setting collision type to Block All wasnt enough. It turns out preset static meshes have a collision model attached to them. This is added by double clicking the static mesh in the content broswer and clicking and selecting collision.
A few ajustments have been made to my initial plan. Firstly I will not do an ingame tutorial. For such a short game, I feel it will subtract from the experience.
Secondly I will not record voices to implement. I would like to focus on refining the mechanics at this point.
Lastly I have scrapped the stairs from my plan. For the stairs to get to the desired height along the z-axis, coupled with the short y-axis in which i designed to do this causes UDK to crash. Instead I am implementing a slope.
I also discovered when making a static mesh and setting collision type to Block All wasnt enough. It turns out preset static meshes have a collision model attached to them. This is added by double clicking the static mesh in the content broswer and clicking and selecting collision.
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