Portobelly Production Journal #20

13/02/2019

During the technical masterclass I was taught how to apply level streaming to a level. Level streaming allows sections of the level to be loaded and unloaded which is far more efficient than loading the entire level at once. Using level streaming will allow us to have one continuous level rather than separate level that have to be loaded which would cause the game to pause while the level loads.

Fig 1 - Level streaming volume blueprint

Using what I learned about level streaming during the masterclass I applied it to my project. I created a box collision volume and the blueprint above checks if the player class overlaps with the box collision and if this returns true the selected level is streamed into the map. The level can be selected by typing in the desired level into the LevelToBeStreamed variable which is public so it can be edited in the viewport.

Fig 2 - Watch tower tracking Belly’s movement

Fig 3 - Tracking light blueprint

During our level design stage of our design document we thought it would be a good idea to have a watch tower on the outskirts of the mushroom village as their form of protection from outsider. To make this watchtower more interactive with the environment I decided to add a light (for now it’s a placeholder) that tracks the players location. I feel this make the environment piece feel more alive and iinteresting.

 

Figures List

  1. Rees, O (2019). Level streaming volume blueprint. [offline]. [Accessed 16/02/2019].

  2. Rees, O (2019). Watch tower tracking Belly’s movement. [offline]. [Accessed 16/02/2019].

  3. Rees, O (2019). Tracking light blueprint. [offline]. [Accessed 16/02/2019].