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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)
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 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...)
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.
BP parent -> BP childs (watch in reference viewer right bottom in parent)
Narrative game level
In BP parent add event dispatcher and 'call on interaction complete' (se añade al final de cada blueprint con interacción -si fuera necesario-)
Lleva la cuenta de cuantas tareas se completaron