Phantom Culprit: Interactive World

Lights, Objectives and Doors

For Phantom Culprit I wanted an interactive environment to bring it to life. Around the level are many objects the player can interact with ranging from doors, light switches and pickups.

Turning on the lights reveals some of the levels darker secrets.

The player's first objective upon entering the station is to find the fuse box and reset the power to the building. Once the fuse box is turned on, all the lights in the building come back on revealing more enemies and hidden details relating to the attack on the station.

All the doors in the level are created using a blueprint which allows me to say which doors are locked and the state the door is in. Every unlocked door has a 3D world spaced widget with the Interact key shown, giving the player direction around the level.

The objectives are also made using a blueprint called ObjectiveMaster. Every objective in the level is a child of Objective Master. Each objective can be configured with the objective text, what triggers it and what the next objective is upon being triggered. Interactive objectives also have 3D world space widgets to show they are intractable.

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