Skip to main content

Level Design Blog 13

Blog 13: 2/22-2/28

This week, I worked more on the mechanics for my level based on The Long Dark and began to put together my metrics gym.

I was initially struggling to get some of the mechanics, even ones that came with the asset pack I'm using, to work in my metrics gym. I thought it might have been a bug of some kind, since the mechanics were working in the demo level that came with the pack. When I asked for a second pair of eyes, though, we realized that there were additional assets in the demo level; copying and pasting those assets into my own level made the mechanics work just fine. 

In putting together my metrics gym, I wanted to make sure that all of the options for interactions were available to test. After disabling the jump on the player character, I added in a few simple obstacles with their dimensions, and then added interactable objects that came with the interaction pack.

 

 

 

The most difficult part of putting together the metrics gym has turned out to be the bear, which I am still working on finishing. As I was beginning to add basic behavior to the bear, I very quickly realized why my enemy AI had never worked in my Borderlands level--I had forgotten that I needed to add a Nav Mesh Volume to the part of the level that the AI would be moving through. As soon as I added the volume to my metrics gym, the bear began to work. 

Knowing that I missed something so simple that brought down the quality of my last level so much is pretty disappointing, but I'm happy I know for the future, especially in case I ever go back and finish reworking my Borderlands level. For now, I'm happy that I've been able to make so much progress on the bear. 

The last things I want to add are finishing touches on the bear--killing the player when it touches the player and changing the speed to be a bit easier to avoid, mainly--and a simple puzzle with sliding pieces to simulate the puzzle I want to have at the end of the actual level. I'm pretty confident that both of them will be fairly easy to add in, since I've already added the player death function and sliding mechanics are included in my interaction pack.

I feel much more confident working on this project than I did on my first project last semester, so I'm looking forward to getting into designing the actual level!

Comments

Popular posts from this blog

Level Design Blog 1

Blog 1: 8/20 - 9/3 In class, I worked on completing the randomly-selected blockouts. I worked mostly with the included modeling mode tools, although I also spent some time trying out the BSP brushes on the cruise ship. Outside of class, I worked more with modeling mode and landscape mode and practiced lighting my scenes. One of the first blockouts I tried was of a playground. When I was a kid, my neighbors and sister and I would visit the playground near our house all the time, so after my mom told us it had been completely bulldozed a few days after the semester started, I decided to immortalize it in Unreal.  I used photos I had taken, along with Google Earth satellite images, to try to reconstruct the playground as a basic whitebox level: I found that I struggled with more complicated shapes like the slides, so I used placeholders like spiral staircases for them, and I skipped the railings around the playground entirely. Once I was done, I used Merge Actors to turn the playgroun...

Level Design Blog 11

 Blog 11: 1/13   After finishing my last level design project, inspired by Borderlands 3 , I decided that there were some level design principles that could use some work, and over the holidays I began working on a personal project to expand on some of these skills. Two of the main skills I thought could use some work were the scale of my levels and my ability to implement scripting. My previous level was very small, both in terms of physical size and the time it took to complete it, and I wanted more experience working on longer, more detailed level experiences. I also had a lot of difficulty integrating Blueprints into my level; although I was able to create functioning Blueprints from scratch, I had trouble working with the asset packs I integrated into the level, particularly around enemy spawning.  For my new project, I decided to create a spinoff of a game idea I had some time ago, where the player plays as a space explorer who crashed on a deserted planet and has b...

Level Design Blog 10

Blog 10: 11/12-11/18 This week, I continued work on our final RPP project. Once the level layouts were complete, I moved on to populating the levels with a combination of premade tiles and artist-made assets. I haven't worked with super stylized assets like this very much, so I enjoyed getting to work within such a strict theme.     Several of the levels, including the one above, changed somewhat both by necessity and for the sake of aesthetics. One thing I found difficult with such a limited set of assets was conveying the difference between the friction materials we had created within the context of the more nature-themed levels. I ended up using more winter-themed materials for the ice and summery materials for areas with more friction.In the future, I would want to put effort into defining the definitions of different materials before using them, and maybe even select assets with that intention. I also added special pickup objects: three strawberries per level and the occa...