I have been working on projects for Gears of War PC. One very important thing to mention is that the Kismet is entirely vital - it acts as a gametype, and even, a mod. So let's call it the "Gameplay kismet"
The architecture was quite simple in the final state: 1 Map acts as an interface for players to choose which maps they want to load, once that is done, the game loads an actual playable level, the gameplay kismet is in every one of those. Every time I have to update the gameplay kismet, I have to re-upload every maps, this is very problematic. Plus, it takes extra space in playable levels.
What I am trying to do for future UE3 games here, is to have the actual gameplay Kismet INSIDE the interface level, not in every playable maps.
Here's a drawing which might help understand what I have and what I want.
The architecture was quite simple in the final state: 1 Map acts as an interface for players to choose which maps they want to load, once that is done, the game loads an actual playable level, the gameplay kismet is in every one of those. Every time I have to update the gameplay kismet, I have to re-upload every maps, this is very problematic. Plus, it takes extra space in playable levels.
What I am trying to do for future UE3 games here, is to have the actual gameplay Kismet INSIDE the interface level, not in every playable maps.
Here's a drawing which might help understand what I have and what I want.
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