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Showing posts from March, 2014

Final Major Project [Post 8] ~ Sounds, Interactivity and Tileable Textures

Final Major Project [Post 7] ~ Lighting Update

I found a reasonably easy tutorial online that got the torch working with the desired movement by adding a light as a weapon. It does require some coding, but the tutorial supplies you with all the code needed so it isn't too bad. I think that I will have to include a note in my files when I hand in this project to uni, instructing to put the extra file into the UDK folder, otherwise my torch will not work and the player won't be able to see anything in the level. The code that was supplied in this tutorial created an error when I tried opening UDK, which admittedly made me panic a little at first as I have no experience with game coding. However, I read the error message and figured out for myself that one of the lines of code was on the wrong line. The message was asking me to provide a name for the new "weapon", which was on the line underneath, so I put the name on the same line of text and it then worked perfectly. I then used Kismet to attach this "we...

Final Major Project [Post 6] ~ Engine Update

Other than creating a lot more assets for my level, I have been working a lot in UDK itself to make my game work how I would like it to. I had problems for a while trying to figure out how to get the player to “steal” items, and finding a tutorial online was proving more difficult as I didn’t know the correct term to search for. I have found over the years that if you don’t know the correct word, then you won’t find what you’re looking for. However, I figured that I was thinking about this completely the wrong way, in that I was looking for “picking up” items or “stealing” items, but really all I wanted was the item to disappear when the player activated it. Once I had figured this out, I realised that maybe the item itself didn’t need to be taken, but it needed to appear that it was gone. I then just set up a simple Kismet table with a Matinee “visibility animation” attached to a trigger on the asset. To create the right feel to the level, I made the whole level completely dark by...

Final Major Project [Post 5] ~ Testing in Engine

  I have put most of my untextured assets into UDK to see what they will look like as a scene and if they are the correct scale etc. I found that most things looked correct until I realised that I hadn’t changed the game mode, which was a bit of a noob mistake. Changing the game mode then meant that the player size had changed making my level look too big and adding a gun that I didn’t need. I fixed these problems by finding a few UDK console commands and then adding them to Kismet under the “level loaded” box.  I changed the player size, the camera perspective and hid the gun. Making the secret door was easy, it’s just a simple Matinee animation, moving the bookcase asset to the side, the trigger is on a marble bust at the other end of the library. I found out that there is another Kismet function that displays any text on the screen, so when the player gets near the bust a message saying “Press E to activate” appears on screen. I would like to add an animation to...