Friday, 28 March 2014
Tuesday, 25 March 2014
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 "weapon" to the player, and I haven't had any more problems with it since.
In the tutorial, it instructs to remove the player HUD using Kismet, but I found that when I did this, none of my additional text that appears on screen shows up, so it must be part of the HUD. Unfortunately, I don't think I can remove the HUD and have text on screen at the same time, and I feel that the additional text on screen makes my level more like a game as it instructs the player and tells them that a door is locked or that they need to find a certain item in order for something to work.
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 "weapon" to the player, and I haven't had any more problems with it since.
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In the tutorial, it instructs to remove the player HUD using Kismet, but I found that when I did this, none of my additional text that appears on screen shows up, so it must be part of the HUD. Unfortunately, I don't think I can remove the HUD and have text on screen at the same time, and I feel that the additional text on screen makes my level more like a game as it instructs the player and tells them that a door is locked or that they need to find a certain item in order for something to work.
Monday, 24 March 2014
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 disabling “global illumination” I then tried
tackling the problem of getting the player to emit light, like they were
holding a torch. A followed a tutorial where a spot light needed to be “Hard
attached” to the player’s right arm. This works completely fine in third person
view, but because I have a specific time period for my game, I don’t want to be
able to see the default robot player. I have set my level to first person and
hidden the futuristic default gun. When in first person, the attached light
moves from side to side when the player looks around, but stays stationary when
looking up or down. The light moves when the player jumps, but just wont move
when looking. I have asked people in class about this and the main opinion
seems to be that I will have to look into coding. I have no experience with
game coding, as I am doing an art course and have no idea where to start with
this, so I am going to try and find a way around this or make it somewhat
easier for myself.
Final Major Project [Post 5] ~ Testing in Engine
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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 the bust where the head moves
backwards revealing a button, a lot like on the original Batman. I need to make
the secret door and even the route of the level more obvious to the player, as
I found when someone else played my level, they didn’t know where to go, as
some doors open and others don’t.
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