Splash! Dev Log 20

I added materials to all the geometry surfaces in level 5, and scattered a few gold pickups. Then I started on level 7.

I kept it fairly short and mostly blueprints again, which made me realise how hard it was going to be to design all the levels I needed without a plan, so I decided that from here on out I would make a plan map for all the levels before I started actually making them.

I made a quick map of the next level:

I quickly blocked it out using geometry, then worked out a way to complete the level using blueprints. For the end, I decided to use an old technique from college: a gate that blocks progression, that can be raised using a key from within the level. It's a bit of an odd one that requires getting a reference to an object from within the level in the level blueprint, as opposed to having all the functions for that object contained within its own blueprint, but it works very nicely.

I watched some tutorials to refresh my memory, but it was taking a long time to find something that worked the way I wanted it to, so I gave up for the night.

6 views0 comments

Recent Posts

See All

Gate and Perfect TCG updates

Gate is now available for purchase from Gamecrafter: I also have the first expansion box preordered, so as soon as I've recieved it, I will be able to sell that too. In Perfect TCG news, all three sta

Splash! Dev Log 19

I quickly finished off level 5 with a few more platforming elements and a level gate, and moved on to level 6. I noticed a few things with this. The duplicate level 2s still had all their level bluepr

Splash! Dev Log 18

I continued to design level 5, using some new meshes and blueprints, but unfortunately I decided to attempt to test the level while it was compiling shaders as I had little time at that moment, and th



  • Facebook

©2017 by VoidLance.

VoidLance™ says: Please do not attempt to download any content for free. It is not okay.