Monday, 24 March 2014

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 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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