Posts

Showing posts from October, 2024

RPP 4 Blueprints

Image
 Yo! RPP 4 is nearing completion, and my level for that game is looking perfectly acceptable. We had to use a lot of free assets, and sadly I didn't have time to decorate the level with foliage, but for what it is, I think it looks decent enough.  There isn't too much to say about this level, besides how heavy-handed the player guidance is at times. Since someone random is gonna be playing our games, we gotta make it real easy to play and not get lost. I've got invisible walls on the barriers, and simple wooden fences along the other borders of the map. It's pretty empty all things considered. More than that, I used a lot of blueprint tricks to force the player down the right path. For example, the current 'objective' is printed at the top of the screen at all times, and there's a gate in the level that won't open until the player has the harpoon gun (so they can fight the crabs!)  Anyways, the more interesting part of this level than the level design it...

RPP 4 Level Design

Image
  I've been working on a beach island for my next RPP game. The story follows a marine biology student who visits a coastal lighthouse to complete their senior project and collect marine life samples. The lighthouse keeper is missing when they arrive, and there are documents detailing dangerous oceanic monsters as well as a harpoon gun. The player takes up the gun to defeat the monsters in the keeper's absence.  This level is meant to portray a brief narrative. It's short, and loops onto itself.  Using the landscape tool is always fun, though my least favorite part is setting up a terrain material, especially making it NOT tile painfully. Yikes! This level is going to need a TON of decorations to make it feel livable. I'm hoping to find most of those in an asset pack.  An oddly common challenge in adventure games of all kinds is making caves. Landscape editors all unanimously use heightmaps to shape out landscapes, which inherently can't make anything with a roof. T...

Get The Item

Image
A week or so ago Kevin gave us an LDD to follow loosely as grounds for a portfolio piece. For now, I'm putting a cap in it, but I'll talk about the process now. This entire level from start to finish took me about 10 hours.  I didn't do very much planning for this project before I got into engine, since Kevin Cheng gave us an LDD to start from anyways. The player starts at a beach and must infiltrate a base to retrieve a crown from a boss character, then escape back to another beach. There's a lot of room Kevin made for us, but we weren't required to use all (or any) of 'em. It was originally designed as infiltrating a castle, but I chose to switch the theme so the player infiltrated a pirate base instead. Why? Well, I guess I just like pirates more than knights.  I started with the beach where the player spawns and built the level out from there. The actual first thing I did was get the skybox moody and atmospheric. I knew from the get-go I wanted stealth to be...