Thursday, 28 February 2013

Level Design Review

This blog post was created to explain, what went well and what did for my final level.

What went well

Cameras - I feel the camera I created worked well, the added sound and light indicated to the player clearly. Also the use of green and red light to let the player know wether the camera is active or disabled.

What didn't well

Sneak system - The sneaking system does not work smoothly. the mechanic has a on/off approch creating no real emmersion or sense of painic. The meachanic was drastic from the stadard UDK options and i could not achieve an effective result under the time. if i was to do the assignment again I would have worked with what UDK has to offer first before trying to under go a mayjor mechanic like a sneak stystem.   

Paint System - I wanted to create a meachanic where the player paint colour when they walk. I managed to create a basic material on the lamp post model which changes green when the player apporch it. The look of the paint model mechanic was not the final look i was after, the piant should bleed onto the mesh and only affect the mesh the player is near. instead the material fades to green and affects all the lamp models. it is possible to have the material indivial effect the mesh, but that would mean creating a material instance for each model and because it was not the look i was after i didnt want to waste time create lots of material instances. I have left the bad paint system in the level so it s playble, but have not advertised it in my level design document.


What I would do if I had more time

Create an alterate route. I would create alternate route. this route could be a undergroud sewer or another building to explore. when players are given the option of choice I think its greate level design.

Add a extra driving section after opening the gate. by adding a end drive section to the player would add a sense of reward to the player after just opening the gate.

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