For my final project for second year of university I have functioning level to be about 5 - 10 minutes and I've decided to do a top down level set in a Solar and water powered facility.
The gameplay will be fast paced, based upon the robot character having to escape.
Some mechanics include finding key cards to overide a system to blow up the core, destroying servers to access different areas and pushing nodes around a level to connect them to wall panels. I've only really just started using Kismet, so the mechanics aren't as complex as they could be.
The style is a worn down sci fi theme, with blue being important throughout the colour scheme.
Some areas in Level1:
Some assets:
And the set up of each level:
Replies
Using Decals to tell the player about their progress through the level
Sector1
Sector2
Sector 3:
Sector4
Objects:
As you can see I'm having some problems with lightmass. UDK won't let me build my lighting without crashing...I'll get it sorted this week hopefully.
As far as the lightmass problem I am assuming your using a lightmass volume. Could you post the error log its giving?
I have sorted the lighting, ended up downloading the latest version of UDK! Took a while but was worth it.
What props do you guys recommend to make the level a bit interesting? I can't wait to be able to show the video of the gameplay, since I've spent so long on the kismet!
As for props, I think it's pretty empty too. It needs some control room at least. Maybe some turbines or such. Maybe a machine shop? Lockers for workers? I think you could break up a lot of space by throwing some gauges/control panels where it makes sense.
As for extra details, perhaps having some nice piping running down the one side of a corridor would add in more interest? Or maybe replacing one entire wall with glass panels so that you can see out into the ocean would work?
I can't wait to see your Kismet in action.
@skurmedel I've made some different props but haven't made that many to be honest unfortunately, had an absolute pain sorting out the camera thus far but I will try and add some more
@Donavonyoung I agree, I think they kind of look like futuristic dumpsters. I will try and remodel if I get the chance!
@SirCalalot YAY SirCalalot!
Thats a really good idea actually, I never thought about that. Will try to implement soon!
@Rhoutermans Thanks man its been fun working on a top down, apart from all the problems with the scripts. My video will be up soon but below I've posted a kind of Dev Diary you might wanna look at!
So here's a kind of Diary I wrote about the kismet and design side of things. It's on my blog, but this is the first time I've updated it in a while!
http://ladysrumination.blogspot.co.uk/2012/04/udk-aquasol-design.html
I think what this is lacking is complex objects. While your props are gorgeous, the geometry seems really simple. If you were to put them in a scene with no lights, their silhouettes would be simple cylinders and cubes, with a few protrusions. Maybe sketch out some interesting silhouettes, pick your favorite, find a function for it and then define it so it fits the scene :P
Here's a video I started to make before I remembered I hadn't put collision on something! It shows you want the camera will be like:
http://www.youtube.com/watch?v=P7EcCTrL1eU&feature=plcp&context=C4b94971VDvjVQa1PpcFMNeSAJ-jmZl307P4cGKd1BU7BCS1HcJFU%3D
[ame="http://www.youtube.com/watch?v=uMp0cM-bCWg"]UDK AquaSol - YouTube[/ame]
Gameplay:
[ame="http://www.youtube.com/watch?v=0BpgjGTEeQE&list=UUFNbEql8A6thLqxIzpfLjDw&index=1&feature=plcp"]AquaSol Gameplay - YouTube[/ame]