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Exploration Level Rough Work

Included within this post I have included some of my rough, preliminary work for the construction of my exploration level, called "Forgotten Ossuarium,"
 for the class of Game Design 1.

I shall begin with my brainstorming and reference photos for objects or designs I would like to include in the level.


Brainstorming
Jarod Frank

1.     What if the floor opened up (either of the courtyard or the main rotunda of the temple) to reveal the second part of the level? (REALLY WANT TO IMPLEMENT THIS!!!)
a.     Not only acting as a challenging bit of programing and collision work that will force me to learn more about the programs we are working in, but this will also be a literal dramatic unveiling that will undeniably set my temple widely apart from all the other temples out there.
b.     This also could represent a shift in tone for the level, acting as a literal transition from the introductory level stuff to the more complicated puzzles; complete with dark lighting and maybe some mist coming out of the chasm further adding minor horror elements to the level.
2.     What if certain columns were trigged to open/be hollow to reveal more levers and switches to progress the level.
3.     What if there was a water puzzle where you had to redirect streams of water to fill a basin, (or some other container) to keep a door open while you go through.
a.     You would use a series of switches, (or maybe you could manually push the tubes/pathways) to redirect the water.
4.     What if there was an un-killable enemy/entity that, while slow and not very smart/able to track you well, represented a looming threat always just about to reach you. This would add tension to puzzles, or even act as a consistent threat that would hunt you in between puzzles, to make sure there is no “down time,” where nothing is happening.
a.     Probably wouldn’t follow you EVERYWHERE, maybe could be a ghost warded off by holy places or a giant fat demon thing that can’t fit through doors that would chase you from puzzle to puzzle, or act as a visual time limit for certain platforming and moments. (or even just a living cloud of dark magic to work around the no creatures rule)
b.     I want this temple to be creepy in some regards, and the feeling that something unstoppable is always just out of view waiting for you to mess up is truly terrifying, although admit-ably this usually works better for first person.
c.     Think of the “little pig” giant fat guy from outlast, or “cone head” from silent hill.
5.     What if we had a “HUD” of sorts that would connect all the puzzles we want to connect, with the HUD showcasing the final reward/door. Acting as a consistent reminder of what you’re going for, (would slowly unlock or change to act as visual confirmation you are making progress).
6.     What if we had an introduction cinematic that showed off the final door/objective, and maybe some examples of puzzles. (or even our enemy thing to establish that it’s scary, stay away, go do puzzles to unlock “this” door)
a.     Would not only act as a basic guide on what to do to win, but also showcase the level from angles the player might not originally think to look unto.
7.     What if we had rotating scenery/platforms that were triggered by the player.
a.     Platforms would only rotate from one position/configuration to another configuration
b.     Switches? Progression points? Could this act as the hub, cutting off things you’ve already completed to reduce confusion while opening up new areas...?
8.     What if puzzles gave powers/abilities where the player transformed into different forms, like a mouse or a large bear to solve different puzzles.
a.     Puzzle A would give ability A, puzzle B would require ability A to start/traverse.
b.     Over the course of your adventure you would gain multiple abilities, with later puzzles requiring mastery of other abilities; learned individually on different portions.
9.     What if we included gravity shifting portions, requiring players to think about the space of the room in a different light...?
a.     Flip a switch and suddenly the player is shifted to the wall or the ceiling, offering a different path or maybe moving around objects that used to be blocking the way.
b.     (think the Star Trek: The Movie Game for Xbox 360, or the blimp segments from Batman: Arkham Knight for Xbox One).
10.  What if puzzle or interact-able elements of our game are brighter colored, have ornate carvings, or some other distinguishing features that separate them from other background objects?
11.  What if we have a “hint button/vision mode” that allows the player to quickly check what the next objective is..?
a.     Think eagle vision from assassin’s creed, or an arrow appearing beneath the player to not hold the player’s hand too much, but still push them in the right direction.
12.  What if completing puzzles opened up the option to checkpoint your progress, this would also allow us more freedom on making our puzzles/platformers lethal and add some padding/tension in the game as the player searches for the next checkpoint, wary of what could end their progress before they get the chance to save.
a.     Would also act as a lighter punishment system.
13.  Absolutely should not include many if any aspects of trial and error or random chance. Our puzzles need to display all of their information right away, with it being entirely up to the player to put the pieces together. No hidden switches or keys hidden behind a rock or something.
a.     Puzzle A unlocks key for puzzle B.
b.     NOT Puzzle A is just a locked door waiting for you to smash open pots and randomly find a key. That’s not a puzzle.
14.  What if we had a segment where the player had to control an inanimate object/statue or something given life exclusively by the player, moving the controlled object independently of the player body to trigger events.
a.     Player runs into door with a control spell or control rod or something next to it. Using said controller allows player to switch control of the main character to a secondary character that must transfer blocks, stand on buttons and do stuff in tandem with the primary character.
b.     Forces player to think about two separate areas and the combination of puzzle triggers that are in both areas at once in order to advance.
15.  What if we have a “replicate” puzzle, where the players must collect hints about the proper combination of triggers to continue.
a.     Maybe a visual puzzle where the player must match symbols found in multiple different parts of the level?
                                               i.     Skyrim temples
b.     Rearrange blocks in a cramped area, where moving specific blocks to replicate a simple visual image is a challenge in itself because of the limited space allotted? (only so much room to move around, or maybe have moving one block/thing causes other blocks/things to move as well)
                                               i.     Kotor Puzzles, Zelda: Breath of the Wild Physicality puzzles, God of War Puzzles
16.  What if our location changed as the player traveled throughout the temple?
a.     Columns are destroyed and fall leading up, the floor opening idea I had earlier, magical entities teleport in new puzzle elements and keys from a central plate form?
17.  What if we had particle effects and consistent mist permeating the halls of the temple, adding a feeling of dark fantasy and unseen threat to the level.
18.  What if we clashed the fantasy elements with Sci-Fi elements?
a.     Level would be split into three parts, first is entirely grounded medieval/ancient Asia/temple whatever, second shows bits of unexplained floating objects and mystical-like effects, with the final part showing Sci-Fi influences like faulty high energy generators and such.
19.  What if we gave the player the ability temporary pick up blocks and other small objects to place onto pressure sensitive buttons or something.
a.      This is a pretty standard function for most puzzle games. Portal, Half-Life… every popular valve game excluding TF2 really.
20.  What if we included vertical based puzzling, with objectives forcing the players to traverse wooden construction platforms, (via ladders, pulley based wooden elevators, etc)
a.     This would be another way to explore the environment, along with opening elements of gravity based puzzles. (Push block off ceiling to break open something, pill on or remove weight from a station to raise or lower an elevator)



Approved ideas:
1, 5, 15, 17,



Story ideas:
·      A great grandchild of this warrior buried in the temple goes to pay respects, only to discover that a jealous spirit roams the halls of the sacred ground; wanting to steal the “warrior’s legacy,” (your life).
o   This could open up the possibility of using your phone, (the in-game one) as a flashlight to light up dark areas or focus light through crystals; along with making our character more relatable to our players.
·      An eager-yet-inexperienced adventurer, your lifestyle has led you to a mountainous temple crumbling under the elements. You’ll need to quickly get in and out of the setting before the intense winds cause the temple to collapse; crushing both you and the treasure that you so desire.



Here is my preliminary level "paper map," rough, prior to meeting with my teacher for confirmation.




jfrank1PaperMap

Below are some reference images I would like to draw aesthetic inspiration, on how I imagine my space should feel and look to be most pleasing while still staying within the boundaries of the assignment. Most are pulled from shutterstock.com, while select are pulled from balifurnish.com, and  the second life marketplace; (an online game).

References:















I will now include my starting level script.



Jfrank1ForgottenOssuariumScript

 jfrank1_Level_intro
Background:The Sovereignty of Arisnople had won the long and drawn out war in the Outer Sea Region. Riches had been showered amongst them and there is now peace. In a decisive battle that had determined the turnout of the war, The King lost his highest ranked general who was also his close friend.

But that was a long time ago, and now, a new Sovereign has risen out of the corrupt upper classes, gone mad with their riches. Traveling from a squalor town in the outskirts of the kingdom, a boy named Markis seeks out a legendary mausoleum, said to have buried something long forgotten that could prevent further suffering under the new Sovereign’s evil.

Scene: A Warrior Mausoleum built to honor a legendary hero. A good sized stone building meant to hold the body of the warrior and multiple other minor heroes of the war. A one story building with a sub-basement, (and a room for the caretakers) the primary room is a rottunda that surrounds the legendary warrior with those closest to ____him/her____, with the sub-basement being filled with the weapons, treasures, and other worldly possessions that ____he/she____ valued. Hanging candles and tables filled with “thousands of lights” fill the room with a warm glow.

Time: Heavy storms at Nightfall

Conditions: Massive amounts of rain due to heavy storms

Characters
    Markis (Mar_jfrank1_#): The Player, male, coming to claim their birthright.
    Spirit of the Warrior (Spi_jfrank1_#): Female, Player’s ancestor who guides them throughout the temple. Known for their great strategy and unyielding determination, speaks kindly of the ancient king who they gave their life to protect.

(jfrank1_Level_1)
SECTION A1: Intro to characters and setting scene.
Upon level load, we stay in black. We hear massive storm sounds. Thunder is crashing throughout the atmosphere and heavy rains pound against rock, dying down on momentarily so we can hear the introduction narration)

Markis
Mar_jfrank1_0
Hello. My name is Markis. I would tell you my last name but, I don't have one. Low-born’s are only allowed one name. I live in the Sovereignty of Arisnople, where pretty much everyone is either a low-born like me, or an exalted.

(Thunder cracks)

Markis
Mar_jfrank1_01
About a month ago, our glorious Sovereign declared that every low born male were to become warriors for the “next great conquest,” bi-yearly wars our Sovereign likes to wage to expand our lands; while also killing off plenty of low-borns. Of course, no exalted were forced into this, “honorable mission.”

(Rain picks up again, winds racing about)

Markis
Mar_jfrank1_02
But I don’t want to fight. But how can we stop it? That’s what I asked the village ancestor, and that's why I’m here. Drenched from rain. Exhausted, and alone. Trying to find something to stop these endless, meaningless conflicts.

(We hear a man running inside across a stone floor, we hear a heavy door being slammed short followed by panting)

(THE ABOVE SHOULD TIME OUT TO BE ABOUT 40 SECONDS (or less) FOR THE DIALOGUE, 50-55 TOTAL)

Markis
 Mar_jfrank1_1
(Panting) Oh man, this, (pant) this “divine armanant” better be worth it…

(Lights up, we are in a small introductory room that has a locked wooden door preventing us from getting into the main rotunda)

Markis
 Mar_jfrank1_2
Alright, grandfather seemed to believe this… place… was key to preventing another great war… But what can i hope to find in a musty old tomb?

(We are now free to explore this initially small area filled with various religious imagery and references to the Glorious Kingdom of Arisnople. There is a donation box on a rickety table along with numerous other minor carvings and candle light lamps.)

(tod_jfrank1_1)
TEXT ONLY DIALOG
Enter the mausoleum.

(If you choose to try and unlock the door prior to finding the key)

Markis
 Mar_jfrank1_3
(sighing) Locked… of course… need to find a key.

(If you try to leave via the exit door)

Markis
 Mar_jfrank1_4
I’ve come too far to back out now...

(When you unlock the door and approach the central hub area)

Markis
 Mar_jfrank1_5
This place is awfully well kept for an “ancient temple.” Has someone been expecting me? No way anyone’s still living here...

(The center statue should be the most well lit and ornate of all of the other areas of the room, as such, it would draw the player’s eye to investigate it. When they get within range to interact with it)

Spirit of Warrior
Spi_jfrank1_1
My kin, I greet you with open arms.

Markis
 Mar_jfrank1_6
AH! I knew this place was haunted!

Spirit of Warrior
Spi_jfrank1_2
Do not be afraid child, you are within the halls of my still-living spirit. No harm will become of you in this place. I know why you have come to this place. You must prove yourself worthy of the Varrizhir (Var-e-zeer) legacy if you are to claim the treasures here.

Markis
 Mar_jfrank1_7
Your kin? The Varrizhir? What are you-

Spirit of Warrior
Spi_jfrank1_3
All those with a courageous heart are kin to me, and I sense that within you. But you must become something even more. And armor alone will not save you from the coming conflict. Prove that you have the fiery heart of a warrior, for armor without a warm heart is only cold metal.

(tod_jfrank1_2)
TEXT ONLY DIALOG
Armor without a warm heart is only cold metal.

(There would be armor adorning the base of the statue with some empty candle sticks surrounding it. The obstacle here is to find candle sticks, light them in a braziar, and return the lit candles to the armor)

(The player is free to explore the mostly open area now, with a small stack of unlit candles being nearby. The player must pick up one of the non-lit candle sticks and dip it near the braziers near the entrance of the tomb to light them; then bring them back to the armor)

(If you approach the statue with an unlit candlestick)
Spirit of Warrior
Spi_jfrank1_31
I see the flames of your heart need to be stoked...

(After you bring a lit candle to the armor, the candle is placed near and around the armor, engulfing it in a warm glow that seemingly puts life into it)

Spirit of Warrior
Spi_jfrank1_4
Well done, but if you are to wield the weapons that pacified a thousand armies, you must have more than just fire in your soul. Unit my comrades to me once more to earn my favor. Then, speak with me to receive my blessing.

Markis
 Mar_jfrank1_8
Unit your fallen comrades huh? Each of the great captains had a banner… something to do with those maybe…

(The banners hanging on the tombs are the symbols of the captains. Located around the main statue is a simple floor puzzle where the player must step on the correct tiles to advanced. Each tile stepped on will illuminate the symbol stepped on in a low white light, to confirm that the tile accepted the input)

(If you step on the incorrect combination, only once though, the following dialogue and text will trigger)

Spirit of Warrior
Spi_jfrank1_41
Hmph. I don’t recognize the men you’ve brought to me…

(tod_jfrank1_3)
TEXT ONLY DIALOG
Each of the great captains had a banner.

(After stepping on the correct tiles, the sound of stones sliding into and out of place is heard and the spirit speaks again)

Spirit of Warrior
Spi_jfrank1_
You have learned to put your faith in my words, so too shall I put my faith in you. Return to me.

(Once the player returns to the statue)

Spirit of Warrior
Spi_jfrank1_
I wish I could prepare you more for what lies ahead, but my time is short. The magics that tether me to this plane are running fast so I must leave you with my final gift, enter my heart; reclaim what the kingdom has lost, and restore prosperity to the lands!

(There is now a glowing “heart” in the form a glowing orange and red gem on the statue; after the player interacts with it, the floor patterns in the center of the room surrounding the main statue open up, revealing a spiral staircase leading straight down, this being the “heart” or center of the tomb. The main statue rotates to indicate it as a main cog in the system that is currently opening up the treasure room, as the stairway downward is revealed. In the treasure room is not gold and jewels, but rows of papers and other texts that archive all the knowledge that had been seemingly lost to time. The “treasures,” and “weapons” that the warrior spoke of are now revealed to be knowledge and facts, the weapons of the intelligent. At the end of the treasure room is a single book of spells that permeates a dazzling array of special effects and a low hum that grows as the player is drawn towards it.)

Markis
 Mar_jfrank1_9
Woah! I guess this is the “heart” that she was talking about!

(After the player interacts with the book)
jfrank1_endingcinematic

The book glows a fantastic assortment of different colors, dancing across the stone tilings and wooden bookcases. Glyphs and images displaying images performing spells literally lift themselves from the paper and go towards Markis (probably have all this going on while we stay first person for simplicity)

Markis
 Mar_jfrank1_10
I-I don’t believe it. I can actually feel the memories of these, “mage-warriors” forming in my mind. Such righteous power, this is my family’s-  every low-born family's legacy given form.

(Cut to black)

 Markis
 Mar_jfrank1_11

But can it stand up to the Sovereign?


I hope that you enjoyed reading about the very start, (some of the start anyway) of my work on this exploration level.

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