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 20

Blog 20: 4/1-4/8 This week, I finished the mock design test. As I was working through it, I found that I had a lot of uncertainties about the process; although it made working on the assignment more difficult, it was probably very good experience for future job applications. The biggest hurdle for me during this project was using Autodesk Maya, which may be my new least favorite program. The program kept crashing for seemingly no reason as I was modeling the scene, which became increasingly more common as the level became more complex. I tried to mitigate some of the issues by staying on the FIEA VPN, saving frequently, and merging meshes and deleting history as I worked, but even with that there were probably dozens of Maya crashes, and once where my entire laptop bluescreened. Most likely, it's an issue with my specific machine, and not with Maya as a whole, but it made the whole process much more tedious either way. The other challenge I faced with Maya was that I had only ever ...