A blog to document my experiments, learnings and failures whle trying to understand the UDK and it's mechanics
Wednesday, 26 October 2011
runthrough of the level so far
This is a runthrough of the level as it is so far, with default BSP textures, and placeholders.
here are a couple of screenshots of the custom materials made so far for the level
Tiled Floor.
attempting to make a slightly more complex tiling pattern.
A "mood board" if you will
I really like this film, i love the "tint" that the shots have that give it a hint of sepia.
Transformers from repey815 on Vimeo.
the transition from inside to outside, and the lighting effect it creates it what I like here.
The artificial lighting here, and the way it's organised, but incomplete is why i chose this.
These three really just aim to show the overall "feel" of the set i want to make
Transformers from repey815 on Vimeo.
the transition from inside to outside, and the lighting effect it creates it what I like here.
The artificial lighting here, and the way it's organised, but incomplete is why i chose this.
These three really just aim to show the overall "feel" of the set i want to make
The concept for the level
The setting/feel I want to get from the level is that this is/was a medical style facility, hidden away underground in the wilderness.
The facility has long been void of humans, but the robot's that run the place have continued on with their routines as normal, leaving the place to start to deteriorate.
The way the level will flow consists of an opening first person cut scene, where the play regains consciousness; with blurred vision, and head spinning, the character stands up, and regains her composure, giving the player control.
The first room is sterile, and empty aside from the steel bed, and a door.
Moving forward into the next room, i want to have 2 robots just finishing that they were doing and moving into their pods to shut down. leaving the player to wander through the room, to a set of large blast doors.
Either automatically as the player walks up to them, or via using a console, the doors will open, leading to a lift, which takes the player up to "ground level"
Ground level will be a long corridor, with the end open to the outside, which will be a wooded/overgrown area.
Setting the level out this way will allow me to experiment with matinee through the opening cutscene, as well as working with triggers for the doors, lifts etc.
having the outside section will allow to me try out the new foliage tools, as well as the new lighting mechanics from the day/night cycle.
Hopefully this will let me get aquainted with the UDK so when the final project comes about, i'll be less paralyzed by the fact we've done very little in game stuff so far.
The facility has long been void of humans, but the robot's that run the place have continued on with their routines as normal, leaving the place to start to deteriorate.
The way the level will flow consists of an opening first person cut scene, where the play regains consciousness; with blurred vision, and head spinning, the character stands up, and regains her composure, giving the player control.
The first room is sterile, and empty aside from the steel bed, and a door.
Moving forward into the next room, i want to have 2 robots just finishing that they were doing and moving into their pods to shut down. leaving the player to wander through the room, to a set of large blast doors.
Either automatically as the player walks up to them, or via using a console, the doors will open, leading to a lift, which takes the player up to "ground level"
Ground level will be a long corridor, with the end open to the outside, which will be a wooded/overgrown area.
Setting the level out this way will allow me to experiment with matinee through the opening cutscene, as well as working with triggers for the doors, lifts etc.
having the outside section will allow to me try out the new foliage tools, as well as the new lighting mechanics from the day/night cycle.
Hopefully this will let me get aquainted with the UDK so when the final project comes about, i'll be less paralyzed by the fact we've done very little in game stuff so far.
Subscribe to:
Posts (Atom)