Sunday, May 8, 2011

The Finished Product! (Almost)

Need I say more, below is a video walkthrough of the entire level, I recommend viewing in the highest resolution possible so you can read the text.

Addition of AI Bots

I added some very basic AI bots to the level in an attempt to direct the player in a certain direction. Basically the player wont have a weapon so they will have no choice but to avoid oncoming fire, since they cant fight back. So to funnel the player in a certain direction I placed 2 bots in corridors that the player shouldnt be in. I think it gives the level the illusion of being bigger than it actually is ^_^ plus it show I can do AI stuff in Kismet, even if it is pretty lame AI.

Loads of bot Kismet, most of which doesn't work

I intended on having the bots on patrol and the player needed to avoid them by timing their movements, but I ran into problems and I couldnt find a solution, the patrols just wouldnt work, the Kismet stuff for it is still there, as it didnt stop them from firing at the player when they came into view.

Latest Additions!

Recently I have added some partial transparent textures to the level in an attempt to add some depth to the environment. I created a grate style floor tile, which had many holes in it (hence the transparentness ;D ) To give a sense that there was stuff going on under the floor, and to make the level feel more like your walking through a bit space ship, I added some cables running under the floor and a red light so you could actually see them. (I dont know why I chose red, it seemed like a good idea at the time)


I also created some sound effects using a pretty cool sound effect generator thingy a friend of mine discovered, you can access it here. Anywhoo, I used it to make four short sounds for when the AI computer that will be communicating with the player has something to say, the different sounds express a different emotion, so there is a sound for when the AI starts talking (like an intercom beep) also a happy sound effect, and an angry one, and another sound for when the AI continues talking.
(the sound effect creator above)

Low Cost Reflection Attempt

I tried using a reflection trick I read up on somewhere on the interwebs, basically it gives the (sort of) illusion of a reflection on whatever surface you apply it to, but it doesnt have the same resource costs that realtime reflections would have, but it also doesnt look anywhere near as good as the more costly version, basically you multiply the texture that you want to reflect onto the texture that you want to be reflecting, then just change the value of the multiplication to increase/lower the "reflectyness"


I can see the potential for this sort of technique if its used in certain circumstances, I think it would be more useful in outdoor themed environments where you could apply a sky texture to be the reflection, but it doesnt seem to look right with my indoor environment, if applied multiple different textures and they all look a bit odd, but a sky texture applied looks great, it is just incredibly out of place in my level........since its in space ^_^
(You might need to watch the video in full HD to get best impression of the "reflections" in the video)

Latest Asset Addition - A BED!....Pillows included ^_^

I knocked up the walls for what will be El Capitan's bedroom, then I decided to model an incredibly low poly bed for the room, and after searching the interwebs from top to toe looking for some images to texture it with (with very poor results I should add) I decided the best thing to do was to risk my life balancing on my computer chair to get a few top down photographs of my own bed to make the textures out of, as you can see I kinda got the scale a little off on my first attempt, but it didnt take long to rectify >_<


I also photographed my pillows from the safety of the floor and modelled them separately, and made some simple skirting boards to add a bit more detail to the environment ^_^ I made a straight piece that I would be the main skirting piece and I made a corner piece and an end piece for either side of any door it may meet ^^ simply to make it look a little tidier.

Horribly Represented (but fully functional) One Way Stargate

Today I finally moved onto trying to get the teleporter to work, I thought it was going to be a lot more complicated than it actually was, maybe I'm just incredibly pessimistic...


Anywhoo, it seems you only need to name the two teleporters and then supply each with a "URL" to where you want it to take you, pretty much exactly how a normal URL works, so I set both teleporter 1 & 2 to take me to teleporter 2, which made it a one way system, it even automatically hit the second teleporter, so you cant run into it and be returned to the same location, or be trapped in an infinite loop of teleportation madness (you know you've done it when playing Portal ^-^)

Besides the character models the teleporter will be one of the few assets from the UDK library that I wont be making myself for this project, I don't want to tempt fate by trying to fix what isn't broken........yet

Equally Awesome Soviet Elevator (Now With Warning Sign)

I knocked up an elevator that the player must use after using the (yet to be added) portal, it is activated on touch, similar to how the doors operate, I was going to add a button at the top and bottom, but I thought that if humans can build a giant spaceship with elevators and stuff, then they can surely create an elevator that doesn't require a button to operate ^^


I also added a (sort of) warning sign under the elevator that is revealed after the player exits the lift and it returns to its original position. By sending the lift back to the top, the player is once again presented with a point of no return, similar to the locking door and the (yet to be) one way portal.