Sunday, January 22, 2017

Blueprint Homework 1

So, this week I'll be working on a level design homework that is all about blueprints. The requirements are simple. Make a level with 2 areas, and 5 different functions blueprinted, that's it. I've decided to make a level where the player traverses a tropical forest by collecting and deploying bouncing mushrooms.

BP 1 will be something like a grenade, except it will spawn a bouncing mushroom.
BP 2 will be that mushroom
BP 3 will allow the player to pick up these mushrooms.
BP 4 will display the number of reserve mushrooms on the UI
and BP 5 will be a light source that floats up into the air and illuminates an area after it hits the ground

The trickiest part, so far has been the grenade component for which the tutorial I followed was severely lacking. So, instead, I'm going to start from scratch and steal bits and piece from the premade FPS level that Unreal has. The gun projectiles are similar enough that if I reimagine the blueprint with my new mechanic in mind, I should be able to make something work.

Wish me luck.

Monday, January 16, 2017

New Side Project

Decided to start a new side project. I'm going to build a Fallout 4 mod because working for Bethesda is a not-so-secret dream of mine. I've come up with a unique an interesting mechanic too. The game includes some power armors that can gain a jetpack upgrade. However, the jetpack is weak and lasts for maybe 5 seconds at the best. I am going to make a special jetpack armor that allows significantly increased flight time, and then design a fun and vertically inclined area to play with it.

The concept for the map is based on the Boston Aeronautical Society which, unlike in real life, stayed open up until the nuclear war. At the time, they were prototyping the fun new jetpack that the level is built around. The reason that no one has yet found the jetpack (or building remains) is that during the war, a massive chasm opened up below the building and most of it's contents fell down into the hole. I'm going to have the player use their new found toy to ascend out of the chasm fighting super mutants, ghouls and a behemoth along the way.

In anycase, this is the first small piece of the grey-box, and I wanted to share:

Though they are hard to make out from this angle, the 2 tilted rectangular prisms are hollow and represent actual chunks of the building that has split into a number of pieces which I will use to guide the player up and out of the chasm. The rest of the flat surfaces are chasm floor. As to the colored objects, Player's start on the blue space, green and bright green are ghouls, pink is for super mutants, and yellow is for junk/loot. Not visible from this angle are 2 spots where I have used a blue box to demarcate more valuable treasure.

This will make a whole lot more sense when I'm done. I promise.