What went wrong?
I wouldn’t say that much went wrong with the level. Instead, I would say that we had to change some things, but it didn’t take away from the end result of the level. Other than the more advanced Kismet animations that we had originally planned on, nothing too big was changed. It was a lot of little things with the level, here and there. A few collision issues and problems when models would partially disappear, but those were usually resolved easily. I had some trouble with a few of the Kismet operations, because I really only know the basics of animating and setting up triggers. It was mainly the Boolean operations that tripped me up, but I found a few loopholes to work it out in our favor. Besides that, the level process was generally successful.
What went right?
All the assets that were produced came out great. They contributed greatly to the overall theme we were going for. I utilized the unreal assets as much as possible to fill the level out, and those meshed well with the rest of the environment. The fire particle system turned out good, to my surprise. I was just glad to get it working, personally, and it really added to the scene I think. The collision on the ship worked great. I thought we were going to have a lot of problems with that, but it was actually quite easy. I was glad that we had time to add in music and sound effects to the level, I think that was the last bit to tie everything together. The end result of the Kismet animations and operations was successful. People seemed to enjoy the variety in them.
Lessons learned
Looking back, there isn’t too much I would change. I’m quite pleased with the end result, and there wasn’t too much of a struggle throughout. I tend to shoot out of scope, usually with all my projects, but this one leveled out. We didn’t accomplish everything that we had in mind, or that I had in mind rather, but we hit a happy medium. It’s good that I work with teammates sometimes, they keep me in line.
No comments:
Post a Comment