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Belonging - Ingame Map

What you can see here is the 3D ingame map I created for Belonging. I decided to capture the development version rather than the ingame version, because it's easier to show off every part of it. The final version that ended up in the game is mostly the same though.

Since it's very technical I want to explain some of the details. After a bit of experimentation of wether the map should be 2D or 3D I extracted all the shapes of the ingame floors and added simplified meshes for transitions like elevators and floors. I also created a blueprint which connects to the actual ingame doors to show their status. At the top of the screen you can see the widgets I created for showing the map's status and controlling the current area and floor.
Most of the actual work happens in a single Blueprint which combines all the meshes of the different level areas and renders them into a texture using a scene capture. This Blueprint is responsible for handling all the logic of transitioning to the right camera position and applying all the correct materials depending on the status of each area and the floor we are looking at. The Blueprint also knows when anything on the needs to change so the map actually only gets redrawn when necessary and is just a static UI texture otherwise.

A big thank you to our programmer David for integrating the map into the actual game UI and setting up everything to work with the rest of the game logic.

In the game the map is unlocked piece by piece by collecting the map data from robot vacuum cleaners. So locked areas appear transparent until the data is collected.

In the game the map is unlocked piece by piece by collecting the map data from robot vacuum cleaners. So locked areas appear transparent until the data is collected.