Wednesday, 3 December 2014

Multiplayer Map Design - Elevators

Today I began basic animation techniques within my deathmatch map, looking at both lifts and doors, starting with elevators, I converted a chosen mesh to a mover, making sure it could be mounted with ease in-game and re-applied the collision values ready for animation.
Kismet was then opened and a 'New Interp Actor' chosen, this granted me access to UDK Matinee and with that the ability to animate the mesh. I created two keyframes, one at the beginning and one at the end of the animation window and at the meshes end point, moved it to where I wanted the animation to finish and then return, the matinee window was then closed and the elevator tested.







I have experimented with adding a lift into my level, although due to the use of multiple tiers and constraints with the AI I am not yet set on including them within my level. the AI will sometimes not use lifts unless forced to, and as such would not be able to access the upper tier of my map which contains a single rocket launcher for use against opponents, due to the positioning and distance away from the potential lifts in opposing corners the AI is unlikely to use one.
This may change throughout the developmental process, with the implementation of more user controlled characters and less AI present. The addition of extra users will alter the gameplay experience for all involved, with characters wanting to use lifts to access the rocket launcher on the walkways above.


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