Posts

Showing posts from January, 2025

Level Design Idea Update #7

Image
Update #7 I think it was time to update the design of the level so here are all the notable areas/rooms that were updated: Also here is the before:

Level Design Idea Update #6

Image
Update #6 I changed some positions of the camera collisions to improve the camera switching, I updated the final puzzle to use two boxes instead of three to make the bridge, and I updated the first puzzle to use the pushing animation. I had to put a box collision on the statue (and fix it since it was diagonal) to help with the pushing since the default collision made it hard to push on the direction you wanted to push. To improve the camera switching on some areas I ever so slightly closed the gap of the collisions that makes the switch happen. Finally, I decided to change the final puzzle to only use two boxes instead of three, since every time I push the third box, there is no space for the box to fall and the first box moves thus creating a small gap from the initial platform to the first box that the character gets stuck in, so you can't just walk on the boxes to the next platform.

Level Design Idea Update #5

Image
Update #5 I updated the final puzzle area to improve it, and I changed the player model, so it is no longer the UE5 default character. To improve it, I used a blueprint with changed mass and linear damping that when near the box my walk speed is slowed down and my character does a pushing animation instead of a static mesh with just mass changed and my character not doing animations. The idea is to push the boxes to make a bridge to get the key for the next area. The problem is that dealing with physics is a nightmare since it is random, and you have almost no control over it. Hopefully I can update you on this puzzle next week and see if I can improve it more.

Level Design Idea Update #4

Image
Update #4 I added textures for the carpet to improve it and I  made a material to add a black darkness to the level for atmosphere. Before After Using a post processing volume and adding the material in it as a post process material, you can add a black darkness to the level to achieve an atmosphere with limited draw distance. You can also invert the color with white to simulate fog.

Happy New Years 2025!

 Happy New Year, everyone! Let's have an exciting year in the gaming world!

Level Design Idea Update #3

Image
  Update #3 I programmed fixed camera angles and more importantly lighting on the level depending on the camera that is active. When the character goes to a certain sector of the area, the camera switches from one sector to the other and it is activated by a collision trigger, projecting the surrounding area and at the same time the specific light of that sector is activated.