Diseño Nivel
Level design collaboration in design production
Level designer: Places interactive actors and modify scenerary. Design spaces, player experiences, specific needs of level design Game designer: Design system for interacting with actors in world. Game system, player focus (movement, abilities, interactions), ai behaviours Technical level designer: Create interacive actors (doors, keys, interactions). Optimizes prototype actors, create gameplay actors (frequently encounteres and interact with by the player)
Planning blueprint usage in the level design document
Editing level design document (LDD): Plan gameplay 'beats', determine scope and variety of gameplay experience, determine player actions and type/placement of interactive elements in the level. Gameplay actors required: doors, keys, gear, barricade, crowbar, switch...

Setting up the world and level structure
Setting sublevels for establish division of work. Need a central repository. Level tab add existing (master) and change to always loaded for prototype (right buttom). Then create another level for experiment (inside the master). Lock master and double click experimental level (for ading lights, blueprints, actors, characters...)
Adding interactive doors to the level
Add new collision (project settings>engine-collision>object channel), enable presect interaction Adding box collision for activate blueprint interaction (inside blueprint actor) Create blueprint for display text when door is close and player is near to it.
**Creating the key actor blueprints**


Class settings inside blueprint. Change inherited interfaces to 'BP_interaction'.
Inside blueprint Event interact
Add new root (make it main). Add the mesh, sphere collisions and text.
Create interaction (LONG):(style="color:#ff0000"):
Create child blueprint class (a partir de la definición de este blueprint para desbloquear cosas, hace hijos que heredan estas propiedades, y que usas como llaves, crowbars, barricadas... Solo define 1 y lo aplica al resto).:(style="background-color:#ffccff"):
BP parent -> BP childs (watch in reference viewer right bottom in parent)
**Creating locked states in the door blueprint**
**Creating interactive parent actor**
**Creating the barricade blueprint actor**
**Creating the crowbar blueprint actor**
**Creating the gear machine blueprint actors**
**Creating the switch blueprint actor**
Placing blupeint actors for level design
Narrative game level
Using event dispatchers in the level blueprint
In BP parent add event dispatcher and 'call on interaction complete' (se añade al final de cada blueprint con interacción -si fuera necesario-)
Script player progression in the level
Lleva la cuenta de cuantas tareas se completaron
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