![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj4hp0xfobJ14dWO3zanKEY5dphZdm1B2_Xe84rL4iM5BOBU8KSwcwBE1AxYs-ogzVhJhx4aTGbXmoqct_GtsZx-y4Ml29rn4lXeU4nci264SFPXcAjL0sVR7UEGstbkhSx0H8xQS1f08bb/s1600/blocking.jpg)
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgnriCl5LtvC8u9EXiFjTEtxK_mL-OfkRb9VFrov9mPdfP-LxE8L6SKmzN4y_mA2NQUZUXTAGiUuoJH4b-7eCB-UbEOVAIpSNXeyeC8d07Qikpu4YAMJp6Fs8nBZ86Qc1RnA7FJq9kQP6Yd/s1600/da.jpg)
I also put thought into how it would connect with the hallway,
so I left in fairings and metal beams so it looked like the wall had been roughly
torn out but some of the foundations were still left in, holding the area
together. I also thought about how I would light it while the power was down,
and made a ‘grate’ which bridges the
lower containers to the stacked containers where the sun will filter through
and hopefully speckle nice shadows over the center of the room.
For engine stuff, this week was massively progressive. I
learned how to make matinees, which I used to animate all our doors so they
automatically opened upon proximity to the player. Unlike blueprints, they were
massively simple and intuitive, and with some basic research, you can
accomplish some really cool animations. I also had it so lights came on when
the doors opened, briefly lighting the next room. Following this, for locked
doors, I lit them red and when opened had them change to green. But as much as
I praise matinees, they break on a dime and cannot
be moved. This was the kickers as
for some reason the engine file had to be changed or moved slightly, so the 20
odd doors I’d individually animated (there is no copy paste) were instantly
useless and had to be redone.
The effect was really cool though and made the scene more
interactive and immersive for the player. We also go our lights working! I
mentioned a few weeks ago that the goal of the level was to make it down to the
engine room and turn on the power, which opens the final door and turns on the
lights. After getting the blueprints sorted for that (we had some trouble
linking it to the door as well as the lights) the issue was that it absolutely tanked
our engine. The frames dropped to sub 10 and it was virtually unplayable. This
was because having 3 light bulbs in one of the rows to make an even spread of
light in each of the columns was too intensive for the engine. Also, and
perhaps more importantly was the attenuation raises were huge, and while this
gave a great bleached effect, it was too intensive to keep, we also cut one of
the lights and settled for 2 per row. This mean the corridors aren't quite as contrasting but it will suffice.
Regardless, it’s worth noting that our level is finally playable
from start to finish, with all the mechanics successfully implemented which is
a huge relief as we managed some really ambitious technical stuff and it's paid off, including action queues like 'press E to pick up' etc when close enough to an action.
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