Thankfully Zone 16 was slated to be rather easy on my part as it includes the player returning a part of a former zone. From there they discover a new part section and the mystery of what happened remains. I won’t spoil too much of the story as it is also still something that is working in progress. Needless to say, the player returned to find something they could not acquire the first time around.
The first step for this zone was thinking about what approach was going to be the best moving forward. I could either copy a large section of the zone that was going to be in this one or duplicate the zone and removed what I wanted to exclude.
In Unreal Engine 4, you can change your perspective to a top-down view which regardless of what step I took was going to be used. It then makes it quite easy to select a large area of the zone for deleting or copying over a lot of meshes and other things.
On my first attempt, I ended copying the section I wanted for reuse first. I however realized this would not include quite a few things that I would just have to repeat doing again. That would include changing many of the world settings for the zone that I have already spent time finding things light lighting settings, and distance worked well.
With the player not needing to acquire any keys this time around I also made some modifications to my door system in this zone. This included some cleanup, replacement, and changing door positions by routing them. As a result, a door the player could not get past the first time around was now open with an interesting change allowing them to go beyond that into the new section of the zone that I still needed to create.
For that, I planned for the players to go down a stairway into an unground cave. The cave network was not that big and it is where I became rather acquainted again with making a zone.
In keeping up with a theme of working on this zone I already had a perfectly setup stairway where the old exit of the zone use to be. This is now where the player starts when they return. As such, I copy and paste that section of the map and connected it to the new area.
Once that was done I had some lighting work that needed to be done. I did things like rearrange some of the exciting lighting sources and add in new ones. Along with adding or modifying several zone volumes such as light importance to post-processing.
As always there was a fair amount of playtesting by running through the zone and making some slight changes. There were a couple of places that had a slight gap that the player could see though that I did not catch while I working on things. I also made it a little smoother for the player to move around by increase how wide I had some doors open along with some other minor changes.
This marks the 16th of the 25 zones I have planned. While there is still a fair amount of things I need to work on at least the part of building out the zone is done. At a later date I’ll be swinging back around once I have the last batch of 10 zones created and work on things like loot and combat.
Screenshots were taken and content was written by @Enjar. Screenshots are from Unreal Engine 4.