Friday, 13 March 2015

Week 24, Year 2 To fix all, break something else and then fix it… wait what?



So after last week, not completing the level. The main thing I really wanted to focus on was getting the level working from start to finish. All was left to do was to finish the puzzle in room 3, add an end room to each puzzle area with a chest that gives you part of a key to unlock the finial door, and to add a lock system so the player has to go to room 1 first and only after they completed it, room 2 will unlock

My teammate made a small room that I cloud import into the level and add a chest to it that when the player overlays on a trigger around the chest, it will open. What came out was a particles that showed the play back to the key. I just did this with a matinee. I also link this up with the door locking system. So now when the player finishes the puzzle they unlock the next one all the way to the end door.


Now all was left was getting the puzzle to work in room 3. I ask my team mate to do this part because he had already made part puzzle work. So he has a better understanding of what to do but when he was trying to make the shorter staircase move, it would just teleport to somewhere random on the level. So when he went on lunch he ask me to have a look at it. When I try to test it, it would not move. When I look at both blueprints I could not see anything wrong, only that one node action class was set to the wrong blueprint but when I switch it out everything broke. It was only when I replaced the for each loop node it fix everything and made all the stares work.

So we finally had a working level from the very start. At last, this took a bit longer than it should of but happy we got it done now. Now we can test lighting, add assets, and texture the level. I will need to look at remaking the cut scene at the start because I made a new storyboard that shows off the character off better.

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