Thursday, August 15, 2013

Final Fixes

I think this level turned out pretty awesome. There are still some things that I think could use some tweaking, but I can push what I learned on this level to any of the levels that I create int he future.

Here is my final Game Play video of my level. (Without Final Switches Added, they ARE in my final Build.)




 


Fixed Broken Bridge Aesthetics

Replaced Barrel Switches

Update

Audio is cut and placed in the game. Most of the level is finished, just a couple more tweaks and I can call it done.





Wednesday, July 31, 2013

Adventure Level - Grave Rob Test Play 01

Finished a rough greybox for my Adventure Level. I ran through it once for camtasia and also had my girlfriend test it. There are a lot of things that still need to be added, but I think I am on the right track.

Monday, July 29, 2013

Grave Rob Update!

Starting Area

Delving Deeper into the Catacombs
I started working on Grave Rob and after looking at the game from an isometric view, the more I am thinking of trying out that type of camera. However, I did run into some issues saving out my package and it caused me to lose a portion of my level. A lesson to be learned here, NEVER trust UDK. I am not too far behind, and I will catch up very quickly. This adventure level should be loads of fun once it is completed. Camtasia videos to follow!

Adventure Level

Top Down View of Adventure Level
I have decided to complete a pretty complex adventure level that will focus heavily on the story of Robert Bishop trying to save his wife. I have included some very basic traps as well as some interesting puzzles that the players will have to use critical thinking to overcome.

Monday, July 15, 2013

Basically Completed!

Made some final adjustments on my death match level for class tomorrow. I really like what the post processing volumes did for the overall aesthetic of my level. Also most of my kismet is working just how I want it to. The only problem I am facing is toggling the Debuff zone on and off. I have the kismet set up correctly, however the volume does not want to activate more than once.

It is probably some minor setting I am overlooking, but either way the level is still going to be a blast for 6-8 people to play. Once you have all of those people jumping around the map and trapping each other in the gas chambers, you will overlook the small malfunctions :)

Below is a test game play video.



Sunday, July 14, 2013

Plain Blue Advancement!

Overview of Level

Post Process Volume - Gas Chamber

Pre Fabs Created for Sniper Towers

Arial view of level to show overall post processing volume and scale







Everything is coming along nicely for the level. I have been working in depth with the kismet to get it just right. Most of the items are working, but the gas volumes that I have are malfunctioning just a bit. I am sure it is something very small that needs to be changed, but overall the level should be a lot of fun.

Thursday, July 11, 2013

Plain Blue Advancement!

Level Overview
Center Debuff Particles
Sniper Tower Vantage Point

Debuff Kismet

Working Center Platform Animation Kismet


Lower City Explosion Chain Kismet



Monday, June 17, 2013

Death Match Level (6-8 Players) for game "Plain Blue"

Top Down Map

Elevation Map

These are two drawings of my death match level. I decided to go with a Sci Fi medical base that is suspended above cities. This would be a base that only the rich and those related to military operations would be able to access.

A general overview of the back story is that there was an infection in one of the cities below. Many of the rich business owners were taken to the suspended base to receive vaccinations when a "Plain Blue" was issued at the base. Therefore, a patient was brought in with severe trauma due to the infection, and little did they know that the vaccine actually backfired and increased the potency of the infection. The four businessmen were instantly killed, but the rapidly decaying bodies released an agent which infected everyone at the base. Those infected by the agent did not die immediately, but they turned on each other.

You pick from 1 of 8 selectable characters. Which include 4 military officers, 2 scientists, and 2 patients. This would be similar to the James Bond games, where you would pick a character who is already named.

Thursday, June 13, 2013

Castle Level

Overview of Level

Front Gate with Gunpowder Barrels

Kismet triggered explosion

Food Vendor (Kill able)

Scenery

This is my first project and not having a game project class for a while made me realize that I am a bit rusty in UDK. However, what I learned in the previous Game Project class is coming back the more time I spend in the engine. I focused more on game play and kismet than I did in the overall aesthetics of the level, but I think it turned out pretty good.