The first step to creating this level involved prefabs.
I created prefabs for each section beforehand |
The long process of putting together a basic level began. In the end, after vertex snapping all the duplicated pieces together, this is what I had:
A simple level loop. After that came applying the materials and textures, which was pretty simple since it was mostly me clicking on one prefab, going to its materials, and assigning a diffuse and normal texture to it, then hitting apply.
During this time I also added in the inner walls, as well as interior rooms using the basic floor and wall meshes (which I also turned into prefabs beforehand).
The instructor needed a starter area with cryopods, thus I made one.
This was followed by me adding in the fire particle effects, which I had to import from the tutorial files as this new version of Unity no longer has them.
the old version of the fire, reborn in Unity 5! |
I then lit up the rooms and halls with some lighting. I thought I might add some variety, so the starting area was made a menacing red, while the hallways were given a chilling blue.
Note how the lights by the doors are slightly brighter than the others |
Once the scripts were in place I began finalizing the level.
a dead end was created to add to the sense of chaos, along with multiple props all over the level. I animated the door to open and close on a loop, to signify that it is entirely broken |
the final room, where the player escapes into their own reality. I call it the "crate room" |
the room that is engulfed in flames (not shown: the flames). I call this room "barrel hell". |
the player spawns on the platform in front of my imported model, all while a chorus sings "hallelujah" in the background |
After all this was done, I began building the level as an exe.
Which takes forever.
Near the end I did face some problems that I could not figure out the solutions to. Namely, they were:
- the GUI not appearing
- the player unable to look up or down
The first turned out to be an easy fix in that the script's coordinates were not aligned with my monitor.
The second one, though, I still cannot figure out, even after looking online for answers...
Overall though, it reflects my biggest problem with Unity: which is the coding. I am by no means a coder, which makes the program and it's reliance on coding that much harder for me. I do like some features of Unity, such as the vertex snapping, materials, and the prefab system, but the coding aspect really detracts from it all.
No comments:
Post a Comment