Kismet

Don’t Tread on Me:

I started thinking about Don’t Tread on Me in the simplest way, to be an exercise in learning new procedures in Kismet. I felt it was time to move beyond simply creating matinee events, spawning bots, and adding triggers and collision volumes. I wanted to create logic problems and I wanted to create systems where Kismet would change properties which really made a difference to the player and change based on the decisions and actions of the player.

A death counter – This was the first time dealing with Int variables. Along the Hard path, the player has 6 lives. After the 6th life it is Game Over and they are dropped out of the world. This is not the best way to end the game, I know, but it served as a way for me to set up a counting system and a reaction/consequence to the counter which feels like an End Game for the user.

Death counter

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Dying on Hard – Teleports the player back to the start of the map. Sets up a remote event which is later called on by other sequences.

Dying on hard

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Hidden / locked / collision checks  – The system which toggles collision for the disappearing block obstacle along the hard path as well as the doors from the starting location. If they are hidden, collision is taken away.

An important part of this system is that if the player has chosen to go down the Hard path, the Easy path door will be locked for the rest of the game.

Doorways and lock B

Doorways and lock A

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The disappearing blocks – Along the Hard path, there is a series of platforms which vanish at random. I have it set to disappear based on a float variable between 3-5 seconds.

It’s probably a little too difficult.

disappearing blocks

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A material for several platforms on the Hard path, which fade out and eventually disappear when the player approaches. I also added a slight distortion in the material so that, even though the platform is nearly invisible, the player can tell “something” is there.

distancemat

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