Ben's IASC Blog
Wednesday, April 4, 2012
Development of a Level - Boss 3
I ran into some issues with the level being light from unknown sources. As a result the level is only lit from a single light in the middle of the arena at this point. However, Phobos is successfully in the level, as well as his animation sets. The pillars are also destructible, and will break when shot.
Development of a Level - Boss 2
The boss arena is now fully textured at this point. A chandalier has also been added to give the player a sense of how the level is lit. A fog emitter was also added to prevent the player from looking over the edge and seeing that the ground is in fact missing.
Development of a Level - Boss 1
This is the first stage of the boss battle with Phobos. It is a simple room with nothing but pillars. In the fight Phobos is suppose to destroy the pillars, causing the roof to collapse on his head.
Development of a Level - 28
This is the level at the current, 28th stage of development. Since stage 23 I changed the colour of the light in the level to red, bathing everything in a reddish, fiery hue. The brain skybox was also added in, as well as the key the player needs to retrieve to advance to the boss battle. Finally, the majority of the level is lit by the lava. I enabled the glow emitter on the lava, causing it to light the entire level, instead of using static point lights.
Development of a Level - 23
The level at stage 23. The lava has finally been added into the level. This was achieved by adding in a fluid surface actor, applying a fire material, and then changing the attributes of the fire material to achieve the current effect. The lava also has killboxes placed correctly beneath it, killing the player when they fall into the lava. When the killboxes were first added some of them were placed above the surface of the lava, replacing the lava with a blank square. The problem was solved when I lowered the killboxes.
Development of a Level - 17
At stage 17 of the level Phobos' tower is added into the game. This is actually the second iteration of Phobos' tower, the first one was too complicated and would not import properly. A texture has been applied to the tower, however I still had to go into the material editor in order to scale down the texture size so as to appear more natural. I had also turned up the amount of fog at this point. A mistake I would soon fix as it was way to thick.
Development of a Level - 14
The level at stage 14. It has again undergone serious changes. The level is now textured, as well as having a rough path that the player is supposed to follow painted onto the ground. The "fog" smoke emitters have also been removed as well and replaced with the real fog emitter from UDK. Far more efficient and much less of a resource hog.
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