Over the next series of videos, we will be creating a simple top-down game using Kismet, involving multiple player pickups, enemies, a timer, and more!
This video takes a moment to cover some of the assets included in the top-down game's package and where they will be used.
The first, and possibly most important component of our game will be the positioning of the camera, which we establish in this video.
For our game, we are limiting the player's lives to a set number. In this video we set up the Kismet sequence that will control that decrementation.
When our game is finished, whether it be through success or failure, we need a few events to take place. We now set up those events.
One of the UIScenes we will set up in our game is a "game over" screen that will appear when the game has fully run its course.
During gameplay, we want a timer to constantly be ticking away, giving the player a sense of urgency. This video covers the Kismet for that timer.
In this video we set up the motion for our spinning key pickups that will be placed throughout the level.
Here we set up the necessary Kismet sequences to keep track of when the player comes into contact with the key pickups during gameplay.
Once the player has picked up all three of the keys, we need to have a system in place that activates the ability to successfully finish the game.
In this video we set up the goal area for the game and the Kismet architecture to control what happens when the player reaches it.
The moving block will be the first puzzle of our game. While this particular game only uses one, we will be setting up the architecture such that many coud be used.
While moving the block, we want the camera to follow the block instead of the player. In this video we establish this behavior.
We now set up the resetting of our block sequence to place the camera back on the player at the beginning of the game.
In this video we set up the appropriate moving events that will take place when the player interacts with the block UI.
As the block moves, we are updating its status, which allows us to control where it can and cannot go.
Once the block has been moved and the puzzle has been solved, we send the control of the camera back to the player.
The pillar traps are columns of stone that pop up and injure the player. In this video, we set up their behavior.
The first part of our bots behavior is to set up their ability to move about the level, which we establish in Kismet throughout this video.
At the very beginning of our game, we want our bot guardians to spawn. In this video, we add the necessary Kismet sequences to make this happen.
Here we set up the needed actors that cause our bots to patrol back and forth in their particular zones in the level.
We are now ready for our bots to be added into the level. In this video, we test that behavior out.
Here we control how the bots will shoot and the timers involved in when they check for player visibility.
This video includes the timers used to cause the bots to move from their origin to their destination, adding a little bit of a random factor.
The crushing blocks are the final part of the game, and arguably the most difficult to overcome. Here we set them up.