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.
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