Here is a project that I am proud of. My classmates and I built this level from scratch using UDK. We drew inspiration from the Sistene Chapel around the 1700s. We wanted to have a dark and eerie theme to go with this level so the lighting was very important to us when it came to bouncing off the walls just enough to show the large paintings. We wanted the player to feel like they were in a chapel but to also feel like something else unnatural was going on there.
I was responsible for concept design as well as all kismet visual scripting.
The following provides you with a fly-through of the level as designed. I apologize for the capture resolution.
LUDUM DARE GAME JAM
I participated in a Ludum Dare Game Jam! I learned quite a bit simply from participating and I can’t wait for the upcoming August game jam. This game was built from the ground up using the Perlenspiel engine.
Details on the engine itself can be found here: http://users.wpi.edu/~bmoriarty/ps/index.html.
Every line was coded by me within the time frame allotted by the game jam itself (3 days).
Here is what I submitted.
This is one of my most successful prototypes I’ve built. The idea around this mechanic is teleportation. I wanted to give the player a gun that he could use to teleport and navigate his way around the level. I took the standard shock rifle from UDK and turned the secondary fire trigger into a portal ball. The player shoots out the ball and then uses his primary fire trigger to shoot the ball in order to teleport to it. The level and platforms were built using UDK and Kismet. Everything else from the camera angle, HUD, timers, and weapon modifications were all coded using Unrealscript.
Here you can see the mechanic in action!
MORE TO COME!!