Welcome to the world of mission design! Jumping into the deep end and figuring it out on your own can be fairly daunting, but Sucker Punch has been listening to feedback gathered from your experiences in inFAMOUS 2 and we want to make mission designing a breeze!
Check out the introductory video below and, if you want to learn more about User-Generated Content (UGC), take a gander at our UGC Tutorial Video series that details everything from how to create waypoints to the best use of triggers.
Tutorial Video 1: Getting started with inFAMOUS 2 UGC
This tutorial video is a good place to start if you’ve never experienced inFAMOUS 2 UGC before. It covers the basics: entering the UGC Menu, creating missions from Templates, and playing missions from within the editor.
Logic Boxes and Smart Text are the bread and butter of inFAMOUS 2 UGC. Once you figure out how to use them effectively, you’ll be able to turn New Marais into a rich, lustrous city teeming with mission objectives and unique experiences.
In this video: Introduction to Logic Boxes, how to connect Logic Boxes, and the dynamically updating smart text.
Did you know that setting up individual Groups within your inFAMOUS 2 UGC mission can infinitely increase the possibilities of what you can create? They’re crucial to keeping your mission nice and organized. Parent Groups add another layer of control and organization, so view on, faithful inFAMOUS 2 mission designer.
In this video: How to effectively utilize Groups, creating unique Groups, editing Groups, and the function of Parent Groups.
Moving an NPC from point A to point B is simpler than it seems. You can create an NPC’s path and even choose his movement speed with just a few logic boxes. After viewing this tutorial video, you’ll become the puppet master of NPCs.
In this video: creating paths, placing NPCs, and placing and connecting the logic required to move NPCs.
Waypoints are a great way to tell the player where to go. With just a few logic boxes you can determine how and when they appear on the player’s mini-map, and when they disappear. After viewing this tutorial video, players will never be lost within your missions again.
In this video: how to create and remove waypoints with the Object Modifier, and how to assign waypoints to Groups.
Triggers allow you to create a sense of randomization within your mission, and allow you to alter individual objects within the same group. They’re great for fine-tuning your mission and for providing you with a larger degree of control.
In this video: what a trigger is; how to utilize triggers with Volumes, Monitors, and the Object Modifier; Trigger Groups; the Selector logic box.
Want to build a Karma Moment? Switches allow you to change up your logic connections based off how the player plays your mission. After viewing this tutorial video you’ll be able to create drastically different endings to your missions, and control in which order the player completes your objectives.
In this video: how to use a switch to enable or disable connections between logic boxes.
Play testing is something every good mission designer needs to do—in fact, it’s something you literally MUST do before you can upload your inFAMOUS 2 UGC mission. Everybody wants to be Famous, and this tutorial video will help get you on your way by providing some tips for what Sucker Punch looks for when picking Featured missions.
In this video: tips on play testing and polishing your UGC missions; the “Play to Publish” feature; how to upload and update your UGC missions.