This week I worked on blocking out the next area of the map, the logging site which serves as the first combat zone of the level, as well as making small changes to the temple area and starting blocking out area that follows after the logging site, the platforming traversal section (fig 1-2).

I started this week that making changes to the temple area based off the feedback I received during my personal tutorial where it was suggested that having an object that the player could interact with, and leaves a physical change to the environment. I like this idea of the player being able to see that they’ve had an impact of the environment in this zone so decided to add in a small, very simple climbing puzzle. When the player goes to leave the temple zone they will now find an unreachable ledge instead of the slop form the previous version of this area. The ledge is telegraphed to the player as being climbable thought the use of the colour yellow, which is used through out of level to inform the player that an object is interactable or can be climbed. In order to reach the ledge the player must move the pushable yellow block, found near the fallen giant face to the right, to the ledge and use it to climb up and out of the temple area. I had already planned to use this pushable block as the way that the player exists the combat area, so adding it into the temple area first teaches the player to use the pushing mechanic so that they can use it in the next area.

I spent the most time this week on blocking out the logging area as this will be the first time that combat is introduced to the player so extra time was needed to make sure that the area suited combat play. My initial plan when designing this level was for the combat to be mainly stealth based but the ALS (Advanced Locomotion System) didn’t support pure stealth mechanics so my plan for this area had to change slightly. As the ALS packaged didn’t allow for stealth in relation to using foliage as cover like in Uncharted 4 (2016), Tomb Raider (2015 -2018) and RPGs like Horizon Zero Dawn (2017) there needed to be enough cover for the player to use to carefully work their way around the area but not so much that there is no challenge for the player. I started the process by blocking out the space starting with the cliffs and fences that form the edges of the space. Edges are very important for this space as they separate it from the rest of the level, creating a very enclosed space which is different in both style, purpose and the activities that the player can perform.

Once the edges had been established I moved on to adding in the buildings and structures found within the space. The areas history is that of a disused, abandoned and overgrown illegal logging site that has been taken over the mysterious ancient military order that the player is having to go up against. The style of the buildings and objects found within this area as a result are visually different to those found throughout the rest of the level which are influenced by the 12th century Khmer architecture found throughout Cambodia, creating a visual distinctness which helps the player to separate this district from the others in the players cognitive map.

Once the main buildings and structures where added into the level I moved on to adding the cover objects found within the space. As established in my level design document the cover objects all had to fall within the three categories, low cover 1-1.2m, blocked low cover 1.5-2m and high cover 2m+ as well as being a minimum of 3m apart to encourage the player to move through the environment and not just stick in one spot. With the cover and structures added in, I placed the enemies into the level and added a navmesh to enable to them to move and patrol around the space (fig 3-11). As the space is relatively small and well enclosed I decided to leave the enemies to randomly patrol the environment as this would increase the levels replayability.

Fig 11. Time laps of the blockout process for the illegal logging site

With the enemies placed in the level I undertook a small playtesting session to see how well the area work. The playtesting was really helpful and as a result of the feedback there are a few areas that I plan to update over the next few weeks alongside blocking out the remainder of the level:

  • Players found that the enemy could too quickly/easily see them when approaching from the ridge. To prevent the player from being spotted to early I will change the beginning area where the player enters the combat section by adding a fence
  • In addition to the fence/edge which separates the player from the enemy when they first enter the area I want to change the entrance to a smaller space that makes the player feel stealth and like they are sneaking unnoticed into the area
  • If enemies are killed in the path of the movable box, it’s impossible to move the box to the needed location.  I need to reposition the box so that it’s more on the edge of the combat space and less likely to become obstructed.
    • It might be best to entirely remove the need for the box entirely and have a climbing section instead that the player can only successfully complete once the enemies have been killed.
  • Enemies need a more specific route, rather than just being able to patrol the area, while the random paths benefit replayability, not having predetermined routes that the player can track and take advantage of negatively affects the overall combat experience
  • As this is the first combat area, having a couple of easy kills in the form of stationary enemies would also increase the players’ confidence in their skills.
    • I plan to now have the player sneaking into the area, so a single station enemy that the player can stealth kill right will be a good way of introducing the stealth kill mechanic to the players.

“Gamers can feel when developers are passionate about their games. They can smell it like a dog smells fear. Don’t be afraid to hold onto your unique vision: just be aware that it may not turn out exactly how you envisioned.”
Scott Rogers (2010)

References:

Rogers, Scott. 2010. Level Up!: The Guide to Great Video Game Design. Hoboken, New Jersey: John Wiley & Sons

Figures:

Figure 1:  Screengrab from Jungle level blockout at the beginning of the week

Figure 2:  Screengrab from Jungle level blockout at the end of the week

Figure 3:  Screengrab from Jungle level blockout showing blockout process for logging area

Figure 4: Screengrab from Jungle level blockout showing blockout process for logging area

Figure 5: Screengrab from Jungle level blockout showing blockout process for logging area

Figure 6: Screengrab from Jungle level blockout showing blockout process for logging area

Figure 7: Screengrab from Jungle level blockout showing blockout process for logging area

Figure 8: Screengrab from Jungle level blockout showing blockout process for logging area

Figure 9: Screengrab from Jungle level blockout showing blockout process for logging area

Figure 10: Screengrab from Jungle level blockout showing blockout process for logging area

Figure 11: Video of blockout time laps process for the illegal logging site

Games:

Horizon Zero Dawn. 2017.  Guerrilla Games, Sony Interactive Entertainment.

Tomb Raider: Rise of the Tomb Raider. 2015. Crystal Dynamics, Square Enix.

Tomb Raider: Shadow of the Tomb Raider. 2018. Crystal Dynamics, Square Enix.

Uncharted 4: A Thief’s End. 2016. Naughty Dog, Sony Interactive Entertainment.

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