WEBVTT

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Welcome back.

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Now we still have some gameplay mechanics to flesh out in our RPG game.

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But before we do that, I'd like to do a little something about our level for a couple of reasons.

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For one, this default starting level and the way it looks is really kind of awful on the eyes.

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It doesn't look great.

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It doesn't make our particle systems look great.

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The lighting isn't that good by default.

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The starting maps that we get are not really game worthy.

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So I'd like something that looks a little bit nicer, makes our assets look nicer.

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And in addition to that, everything we've been testing works on a flat plane.

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But what about geometry?

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What about things getting in the way?

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You know, we have this ability to run around.

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We can go behind things.

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What about large geometry that can obstruct our view?

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So in this section, we're going to take care of those types of situations and we're going to make our

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level look a little bit more like an actual game, not only to be more visually appealing, but also

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so that we can have something that more resembles a game level and testing will be more accurate in

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that sense.

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So in this video, we're going to make a new level and change completely how it looks.

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It's not going to be a daytime level.

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This is a sort of dungeon crawler type RPG.

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So we're going to want something a little more appropriate for that.

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So let's get started.

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So the first thing I'm going to do is make a new map.

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I'm going to go to file new level, and I am going to start with basic, but we're going to be changing

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quite a lot of things.

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But basic is nice because it starts with a sky sphere, a directional light sky atmosphere, all that

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good stuff.

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So I'm going to create that and right away I'm going to save current level as I'm going to choose my

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maps folder and I'll just call this one dungeon.

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Now we may have multiple dungeons.

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This could be Dungeon one, but for now I'm going to call it Dungeon.

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We'll rename it later if we need to.

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So what's going to change about our dungeon?

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Well, first, the checkered floor has to go.

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And I'm not a big fan of the grid.

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It does serve a purpose.

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It can be useful, but it can also sort of get in the way visually.

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So this is personal preference, but I'm going to click show and uncheck grid so we can't see it.

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I'm also going to take these key actors, the directional light sky atmosphere, skylight, volumetric

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cloud and get these kind of out of the way.

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Their location doesn't really matter, so I'm just dragging them up and away.

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Now, if we bring anything into the world, I can just set its location.

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I can go into my dungeon folder where I have some assets and I can take one of my three by three tiles,

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sim tile three by three a for example, and I can just set its Z to zero.

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That will put it down at the zero location of the world and I can even zero it out.

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So it's completely in the origin.

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So that gives me something to work with.

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And if I have snapping on with a high grid snap value, I can duplicate this pretty easily and things

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will just snap together.

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So what I could do for tiles is every time I duplicate a tile, just kind of rotate it a little bit

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so it's not exactly at the same orientation.

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And that way we have something that looks somewhat different.

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And I also have a second variation of the tile here.

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And this one has one of those bricks kind of undone a little bit.

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It's my favorite one.

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I'm going to set this first at the origin.

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And then I'll just move it over.

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And it looks like I had duplicated that on accident.

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So now I have something that resembles tiles.

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It's a starting point, right?

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And I don't have the tab open right now.

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But if I go into window and show world settings, there's my World Settings tab and I can set my game

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mode to beep or a game mode.

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And that way if I have a player start, then aura will spawn in and that way we can make sure that our

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geometry isn't going to let us fall through the floor or anything like that.

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So I'm going to go to the Place Actors Panel and drag in a player, start right there and close that

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panel and just press play and make sure that everything works as expected.

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So all the tiles have collision.

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There's even collision on that one little loose tile there.

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So you can see it kind of steps up a little.

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So this is looking better.

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I'm not going to say it's looking good because the whole point of this video is to make this look good

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as opposed to the default sky.

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Everything's too bright.

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So we're going to go through this one by one.

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Now, it's generally a good idea to keep our geometry and our different level actors sorted out.

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So if you like, you can take those floor tiles there right click and you can move to a new folder.

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So clicking on create new folder.

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We have a folder that can contain those meshes.

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I'm just going to click on the folder, click on it again and call this dungeon meshes.

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You could just call it meshes, but dungeon meshes will do.

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And then we have lighting and all this other stuff except for the player start.

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Everything else is in lighting and for me, that's fine.

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I'm okay with that.

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So I'd like to go through these actors and lighting one by one until we have something that's looking

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a little bit more appropriate for what I want.

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So the first one I'm going to click on is directional light, and I'm going to change it a little bit.

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Let's go to the details panel.

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And first of all, it's a bit too bright.

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I think its intensity.

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It's it's six right now.

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I think it could go down to one and we'll have a lot less light and the light color, we can adjust

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this a little bit.

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I think I'm going to choose a red value of about 0.194618 and a green value of approximately 0.212231.

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And a blue value of about 0.296138.

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So we have this nice sort of grayish, almost blue color, and that's the light color that I'd like

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for my directional light.

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Now we can scroll down, though.

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There are other settings.

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We have temperature and we're using temperature and a higher and lower temperature is going to change

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the temperature of the light.

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If you know anything about color theory, the way I think of it is higher temperature is a bit bluer,

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lower temperature is a bit more red, kind of like fire.

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Hotter fire is generally bluer, going up to white at the highest temperatures and so on.

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So it's at 6500.

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I'm going to lower it slightly.

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I'm going to bring it just a little bit more into the red zone, but not much, 6400 as opposed to 6500.

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I'm pretty happy with that.

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All right.

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So I'm going to leave my directional light alone and move on.

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I don't think I need to touch the exponential height fog.

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If anything, I might change it later.

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If we want more fog, more visible fog in our world.

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For now, I'm going to leave it until all the other settings are set and then come back to it or not,

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depending on how I like the level.

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But I will go straight to my skylight.

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I'm skipping the sky atmosphere as well for now and for the sky light.

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I'd like to change the light color to something a little more bluish.

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Not really too too crazy with this.

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And we'll see this a little bit more once we change other parameters and the skylight becomes more reactive.

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But we'll come back to the skylight as we add a post-process volume and change it and make things look

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better.

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We'll come back and probably take that intensity scale and change it as well.

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Okay, so things are a little better.

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Not a whole lot, but we don't have a post-process volume in here and that's really what's going to

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make this thing pop.

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So I'm going to go into volumes, find myself a post-process volume and drag it in.

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And this can go up there with those other actors up and out of the way as its location.

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Doesn't matter if we set it to infinite extent, which is what we're going to do.

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So in the details panel, I'm going to search for infinite and check infinite Extent Unbound.

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And that way it affects the whole level.

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Now, once we start tweaking the Post-process volume, things are really going to start changing.

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But before we do that, remember that our Post-process volume needs to use a certain post-process material

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if we want our highlight effect.

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So I'm going to search for material.

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Expand post-process materials.

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Add one element to its array.

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Choose asset reference and I'm going to search for underscore, highlight, and get that highlight material

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in there.

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So that way our highlight material is going to work and after that we can just go through the Post-process

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volume and start changing properties here.

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And a lot of this stuff you can follow along with me if you like, but if I choose values that you would

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rather choose different values for, feel free because it's really going to change how things look and

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how things look is a matter of choice and style.

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Right.

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So in the Post-process volume, the first thing I like to change is if we search for EV, we have exposure

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here.

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I like to check both of these checkboxes and set them both to zero because I really am not a fan of

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that exposure.

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Now this is that annoying feature that when you go into the shadows, your eyes sort of slowly adjust.

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And when you come out of the shadows, it takes a while for your eyes to adjust.

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That's a real headache for me.

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I really don't like it.

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I want a constant level of lighting and I don't want it to mimic eyes adjusting.

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Now, as soon as I set them both to zero, notice where quite a bit darker, right?

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And for that reason, I'll go right back over to our skylight and we're going to up that intensity scale

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by just a bit, probably something like 50.

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Now we're still dark, but notice that we can see the ground a bit better.

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That skylight is going to adjust the amount that we can actually see objects in here.

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Now we'll add more objects as well.

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But notice that with an intensity scale of a higher value, like 100, notice that the ground is a lot

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brighter, lower it to 25 and it's a bit darker.

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I find with these settings, 50 is just about pretty nice.

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And if we want to really adjust our values, we should probably have more than just this monochrome

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blue.

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We should have objects in here with other colors so we can kind of compare.

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So for that reason, I'm going to add a couple more of the assets from the dungeon.

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One of them is corner.

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So this corner is a piece that has the dungeon tiles, but it also has something that's a little bit

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more of a popping color.

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I'm going to go ahead and stick that in the corner there, and that gives us a little bit of some color.

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I'm going to go ahead and duplicate it and move it over.

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So we have one in the other corner as well, and then we can get an edge.

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We have an edge piece as well that we can use.

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It's called SM Edge and I believe we have a long one.

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Edge to buy one.

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Then there's also SM edge to buy two, and that one is a little bit wider in that dimension.

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So I think I'm going to take at least one of these and move it.

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I'm going to actually take its Z location and zero that so that it's down on the ground and easier to

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manage.

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And I'll go ahead and rotate it by 180 degrees and move it into place here and just see what we need.

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We might actually end up using a wider piece zeroing out that Z.

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I think I'd like to use the wider piece, so I'm going to delete this one.

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And use the wider piece here.

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And it's looking like this one when zeroed out.

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It actually needs to be lifted up just a bit.

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So we'll go ahead and change the snapping amount here to ten and lift it up.

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Just until it looks good.

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I might have to change it to five, actually.

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And snap one more down there and that's going to do it.

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Now, snapping increments back to 100.

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I'm going to go ahead and basically center this and then move my corners out, trying not to have any

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geometry overlapping as we can get z-fighting that way.

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And with that, I'm just going to put some edge rails and we'll just have a little bit of some geometry

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and we'll add more as we go.

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But I just want a little bit of color that will pop for us, so.

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Let's get some things in place here.

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And notice that we have some space here.

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I'm going to move this over and I have some filler geometry that we can use.

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I think a one by two or perhaps a three by two might work.

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A three by two is going to do it, I think.

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So rotating that by 90 and moving it in place.

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We have something we can use here.

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Okay.

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And I like this one with the loose tile, so I'm going to duplicate that and replace one of the other

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pristine ones with this.

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Probably this one here.

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Just so we have some loose tiles in there as well.

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Okay.

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Now, I'm going to go ahead and just take this whole side here, duplicate that, rotate it by 180 and

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bring it back.

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And that way we'll have something we can work with here.

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But I think this should be a little bit longer.

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So I'm going to get that tile set edge.

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The shorter one, I think it was this one.

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No, it was the other one.

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Tileset Edge two by two.

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And I'm going to just connect these here.

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See, if I can't manage to get something that's closed off properly.

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And this one is already at the correct height.

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Sometimes with these asset packs, you kind of have to adjust them as you see fit.

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So I'm going to fill this in and time lapse the rest of it, and then we'll continue.

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Okay.

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So notice that as I was going, I rotated some things and as I duplicated, you know, you can make

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it look like you're not reusing so many things.

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Right?

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Right Here I have one of those imperfect tiles with this sort of displaced tile here, and then I have

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one here.

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And, you know, next to each other, you can't really tell where one ends and one begins.

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So that's pretty nice.

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I'm going to go ahead and save all at this point.

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And now we have something that we can use to kind of contrast.

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It's not all blue.

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We have some different colors and things.

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And it can also help if we have some kind of particle systems in effect as well.

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And, you know, the more different colors we have, the better.

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Here's a beacon.

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I can put a beacon here at the corner.

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I could even probably scale it up if we wanted a larger beacon there.

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And we can take one of these pillars, static mesh pillar and place one of these at one of these locations

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here, maybe even put some fire on top of it.

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If we go to assets effects fire, we have the Niagara system fire.

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We can even put some fire there and just kind of see what that looks like with our lighting as well.

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So we'll put a couple of those little fire pillars.

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And that way we have something that's almost kind of resembles more a level.

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Now talking about collision, notice that we're getting blocked here, and as we move on, we're going

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to have to make sure that we handle collision.

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Notice I just fell through the floor there.

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We need to make sure we handle collision.

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For example, this tile, if I right click and edit it, I can show simple collision and notice there

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is none.

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So I need to add a box simplified collision.

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And then this corner has a problem as well, doesn't it?

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If I edit the corner, notice that if I show simple collision it's this automatically generated collision.

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I have to go to collision and remove collision and then handle that myself.

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Now if you're just working on a level and you don't want to deal with adding collision holes, a cheat

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is to search for complex and go to collision complexity and use complex collision as simple.

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Now, I don't recommend you do this for a ship game.

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For a ship game you should have collision halls.

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But if you don't want to be bothered right now to add the collision halls yourself, you can always

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use that.

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Just keep in mind it can't move after that.

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I'm just going to go ahead and really quickly add a collision hall for the corner here.

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But just know that if you're kind of in a hurry and you need to get things prototyped and working,

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you can use complex collision is simple.

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I just don't recommend shipping a game, especially if it has a lot of polygons in the geometry itself.

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But we're going to add a box simplified collision for this and just really quick going to bring it down.

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I'm going to turn off snapping for scale and just bring this collision down.

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I'm going to turn off snapping for translation as well.

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And if you really care, you can put collision boxes for these parts here.

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I'm not going to do that.

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And I'll just put some really basic blocks on the edges as well.

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So I'm going to add another box.

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I'm going to scale it in.

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I'm going to bring it over.

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And then holding alt.

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I'm going to duplicate that, rotate this by 90 degrees.

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And bring this over here.

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So this is going to give me a pretty good basic geometry.

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And if I go ahead and press play.

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Now I see that I can.

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Run up to the edge.

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So we're just going to want to make sure that our collision is set properly.

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And that none of the geometries we use are going to make us fall through.

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And it looks like this one here needs some geometry.

19:57.000 --> 19:59.280
So really quickly, I'm going to edit this.

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I'm going to time lapse it as I do so.

20:07.810 --> 20:08.230
Okay.

20:08.230 --> 20:16.690
So now that I think all of my geometry has collision holes and I should not be blocked by anything and

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I shouldn't be prevented from running around, I shouldn't fall through the floor or anything like that.

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Hopefully I don't fall through the floor as I say that.

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Now we can continue with our post-process volume now that we have some more contrast and we can compare

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the colors, I think it's always good.

20:36.680 --> 20:44.690
Don't work with monochrome all one shade as you're messing with your post-process volume and all of

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these new tiles here can go into my dungeon folder, my dungeon meshes folder.

20:52.880 --> 20:56.000
I can just drag them right into dungeon meshes there.

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That's going to make things a little bit easier to manage.

20:59.600 --> 21:04.280
Okay, so let's click on Post-process volume and finish up the Post-process volume.

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Let's make sure things look pretty good and even for a little more contrast, we can just go to assets,

21:12.110 --> 21:18.890
characters, aura and animations and just bring in her idle animation here just so we can see what aura

21:18.920 --> 21:21.950
looks like in the world as we're doing this as well.

21:21.950 --> 21:26.520
So there's aura we can compare the colors there.

21:26.670 --> 21:35.040
Okay, so post-process volume, let's go through it and make sure we have things set the way we want

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them.

21:35.550 --> 21:37.890
Now, I usually skip the bloom.

21:37.890 --> 21:40.050
We've already handled exposure.

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I'm going to scroll down to temperature and for temperature type, I'm going to use color temperature.

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That way I can set this temperature value and we can just kind of change its value.

21:54.030 --> 22:00.030
If you go to the extremes, you can see that the level is going to get much more red or much more blue,

22:00.060 --> 22:00.750
right?

22:00.750 --> 22:07.860
I'm kind of going for a bluish tint for this level, so I don't want to go too crazy with this.

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A lower temperature looks kind of cool.

22:09.870 --> 22:14.340
It's a little bit grayer, like we have some gray skies, but I'm going to go a little more into the

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higher temperatures.

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I'm going to use about 7500.

22:17.790 --> 22:24.690
And for the tint, again, play with this and see how the tent will change those colors a bit.

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I'm going to go up but slightly like really slightly 0.1, slightly.

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And even that has a noticeable change now, right under temperature we have global and these are some

22:37.740 --> 22:42.240
really nice ways to change just how your colors pop.

22:42.270 --> 22:46.950
You know, if you're looking at this and you're saying this is a little too dark or it's not really

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contrasted enough, these global settings are a good place to start.

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I'm going to check saturation so we can override saturation and we can just kind of see what things

22:57.480 --> 22:58.020
look like.

22:58.020 --> 23:01.230
I usually like to go up on the saturation a little bit.

23:01.260 --> 23:08.310
It's easy to go overboard and make this look really bad so I don't go too far, not much farther than

23:08.310 --> 23:10.170
0.05 away from one.

23:10.170 --> 23:13.050
And we can also change the color just a bit.

23:13.080 --> 23:19.950
I do go to the extremes when I'm looking at what it looks like, but then I kind of just stick close

23:19.950 --> 23:22.680
to the center if I change that color at all.

23:22.710 --> 23:25.590
So a little more on the saturation.

23:25.590 --> 23:28.110
The contrast too can go up a little bit.

23:28.110 --> 23:31.260
I usually go up by about 0.05.

23:31.260 --> 23:37.590
So again, drag it around and look, I like this saturation a little bit higher, but not much.

23:37.590 --> 23:40.380
And again, you can check out those colors as well.

23:40.380 --> 23:47.520
The saturation doesn't really need much on the color, but a little bit on the blue side.

23:47.610 --> 23:53.550
Gamma is another good way to kind of make things pop or brighten them a bit.

23:53.550 --> 24:00.720
I usually go a little bit darker on the gamma 0.950.96 or so.

24:00.720 --> 24:06.900
And you know, again, don't need to change the color too much, but if you do, I'm going to go a little

24:06.900 --> 24:11.070
bit into sort of the yellowish colors.

24:11.070 --> 24:18.180
And I'm noticing I kind of do like my saturation a little bit better when it's kind of more into the

24:18.180 --> 24:19.920
magenta quadrant.

24:20.790 --> 24:21.150
Okay.

24:21.150 --> 24:25.140
Scrolling back down, I typically don't mess with gain and offset.

24:25.140 --> 24:30.570
You can though, and the shadows are a nice way to do all of these adjustments.

24:30.570 --> 24:34.980
But for specifically the shadows, I really don't go too crazy with these.

24:34.980 --> 24:43.290
I'm going to do about 1.04 for the contrast and perhaps a little bit bluish on the color.

24:43.290 --> 24:44.340
I said contrast.

24:44.340 --> 24:47.160
This is saturation 1.04 for saturation.

24:47.160 --> 24:53.430
For contrast, I go even less 1.01 or so for Gamma.

24:53.460 --> 24:56.310
Again, I like to go a little bit on the darker side.

24:56.310 --> 24:59.010
So about 0.9 there.

24:59.010 --> 25:03.990
We have a little bit darker for the shadows and for the gain.

25:03.990 --> 25:07.140
I like to go a little bit on the darker side for the gain as well.

25:07.140 --> 25:13.080
So something like 0.97, it's really easy to go overboard with these.

25:13.320 --> 25:16.050
With the Midtones, I barely touch it.

25:16.050 --> 25:20.700
Maybe saturation 1.041.05.

25:20.730 --> 25:24.030
Contrast also a little bit on the lower side.

25:24.300 --> 25:26.190
.95 or so.

25:26.400 --> 25:32.520
And just taking a look up close at Aura, making sure that I really am okay with these colors.

25:32.520 --> 25:40.440
And if I'm not, I can go back and change things a bit with a more cartoony looking, stylized look.

25:40.470 --> 25:47.130
It's really nice to have a bit of a higher saturation, but it's easy to go too far, so I might go

25:47.130 --> 25:56.940
1.08 for the saturation there and all the way back up here for Global, we'll go about one point.

25:56.970 --> 25:58.200
1.1.

25:58.740 --> 26:01.170
Okay, so that's global and shadows.

26:01.170 --> 26:04.950
We got some midtones highlights I rarely touch.

26:04.950 --> 26:10.680
That's just, you know, changing the highlights can make it look a little bit too crazy, a little

26:10.680 --> 26:13.110
bit over tampered with.

26:13.110 --> 26:15.020
I'm going to leave those alone.

26:15.030 --> 26:17.940
One kind of cool effect is the film grain.

26:17.940 --> 26:26.530
If we scroll down to film grain, you can add some film grain if you want that sort of film grainy look,

26:26.560 --> 26:27.520
take it all the way up.

26:27.520 --> 26:29.140
If you want to see what film grain does.

26:29.140 --> 26:36.010
It's just this sort of grainy texture over everything I like a little bit, but I tend to not really

26:36.010 --> 26:37.210
go too crazy with it.

26:37.210 --> 26:43.210
0.0110.015 is generally enough for me.

26:43.760 --> 26:50.000
So after all that, we can now see that with the post-process effects, I feel like things are looking

26:50.000 --> 26:50.880
a bit better.

26:50.900 --> 26:53.330
We don't have any light sources or anything yet.

26:53.330 --> 26:57.350
So it's this is basically the dark of our dungeon.

26:57.350 --> 27:00.200
This is how dark it's going to be at the darkest.

27:00.230 --> 27:06.110
You know, I haven't created a torch actor with a point light on it or anything like that.

27:06.140 --> 27:13.250
We could drag in a point light if we wanted to see what a point light looks like in our dungeon, you

27:13.250 --> 27:18.650
know, perhaps change its color to a little bit softer of a glow.

27:18.950 --> 27:21.260
And we could see what that kind of looks like.

27:22.170 --> 27:26.730
Ideally it would be pulsing with that flame will take care of that later.

27:26.730 --> 27:27.870
But there we go.

27:27.870 --> 27:33.660
We can see what it looks like there with a point light and I've got my settings at maximum.

27:33.660 --> 27:39.990
So what I'm going to do as I'm developing is turn those scalability settings down a bit.

27:40.200 --> 27:41.820
I'm on Epic for everything.

27:41.820 --> 27:46.800
I'm going to go down to high and that should help me out a little bit there.

27:49.390 --> 27:52.840
And if that's too much, I can even go down to Medium.

27:56.000 --> 28:01.040
So change that if you're getting some issues with your performance as well.

28:02.070 --> 28:03.750
Okay, so this is looking good.

28:03.780 --> 28:05.760
I'm liking what I see.

28:05.760 --> 28:15.180
I think I'm going to want a nice actor for my torch or my flame pillar so that I can see some pulsing

28:15.180 --> 28:18.320
dynamic lighting in the world and see what that looks like.

28:18.330 --> 28:24.330
And we'll add some geometry so that as we're testing, we'll get some obstacles and learn how to deal

28:24.330 --> 28:24.960
with those.

28:24.960 --> 28:30.300
So great job in this video and always with this level design stuff.

28:30.300 --> 28:32.040
Feel free to make it your own.

28:32.070 --> 28:35.520
You don't have to copy me exactly, but if you do, that's okay too.

28:35.670 --> 28:38.910
So excellent job and I'll see you in the next video.
