ARPG Adventure

About The Project:


Role: Level Designer & Set Dressing

•Genre: Action RPG.

Project length: 2 weeks.

Team size: 3.


About The Game:

In this Futuregames project we created levels for a customized version of the UE4 Action RPG sample. The entire class was divided into teams of 3 where each team created one level, and we needed to coordinate a cohesive player experience between all our levels.

 

PRE-PRODUCTION:

Since the entire class of 29 students needed to create a cohesive player experience we set up a common narrative that evolved through all nine levels. The level my team worked on was thus set to be the final stretch from the edge of the forest before the gates of the enemy castle.

We gathered reference material that we thought would be fitting for our setting and collected them as a source of inspiration. These included concept art images of shrines and fantasy forests, as well as screenshots and videos from existing games.

Throughout the project we communicated regularly with the other teams in order to make sure that our level was in line with the overall theme of the game world.

The level my team worked on was thus set to be the final stretch from the edge of the forest before the gates of the enemy castle. As show in the picture below:.

we starting thing about ideas about what we could do to make a forest interesting, So what we came up with was to have the forest on a slanted hill to emphasize having the castle on top of the mountain to have it be a landmark.

Full Playtrough by my group member Per:

Forest Overview:

Difficulty Scaling

We wanted the diffuculty level presented in the level to steadily increase with progression, so we decided to increase the amount of enemies and their skill levels as the player encounters them. At first the player only meets a few low tier goblins, but the next encounter challenges them further with low tier goblins mixed with weak middle tier goblins. In the final battle they face off against all types of goblins at the same time.

Landscape:

After the paper draft was made I constructed the landscape with the intention of affording the player visibility of their goal already at the start of the level. Since the player is scaling a mountain it was therefore important that the height levels did not feel insurmountable so that the castle could stand out as a visible landmark.

  • BSP blockout early stages:

  • Final Version:

Fishing Hut:

Entering our level the player find themselves coming out of a forest grove. In front of them there is a bridge going over the river and in the distance you can see the castle and the sun going down behind the mountain. One they cross the bridge they see a small fishing hut with a bride aside it. There seems to be a blockage blocking the main path way. The play have to find another way around it.

  • Fishing Hut:

  • Overcome the blockade:

 Big Shrine:

The player find there way over the fall tree that’s blocking the main path. They see a big shrine of sort and the deiced to jump down when enemies spawn around the shrine trying to protect it. Play manged to defeat all enemies when they find themselves Intersection where they can deiced if they want to go towards the graveyard or the dam. When suddenly a tree fall’s down and blockes the player from going towards the dam.

  • Big Shrine:

  • Intersection:

  • Graveyard:

  • Dam:

 Graveyard:

The player finds a graveyard and starts to explore the area. Looking for anything helpful along the journey. he gets close to the graveyard and see a ‘‘man made’’ structure. Enemy goblin has built a hut outside the graveyard. This particular goblin is however a collector of human bones, which is shown by the improvised skeletal decorations on the exterior of the hut. Inside the graveyard crypt there are signs of looting and that someone has experimented with shapes to create the sigil that is attached above the goblin’s front door. The player finds and entrance to crypt and goes down to explore. Turn out its an abuse. The player picks up a red potion it spawns a small amount of weak enemies around him.

  • Graveyard:

  • Catacombs:

Castle:

The play have finally made it to the castle to find out that the castle bridge has not been lowered. Perhaps its to keep all the goblins outside castle walls. The player now has to find a way to lower the bridge. On the left side the player finds pathway that leads down moat where logs are floating across. The Player uses these to get over to the other side. You now find yourself under the bridge and you can see the chains holding the bridge up you brake both of them and make your way back up where you came from. Bridge is lowered and you walk across just to get jumped by a swarm of enemies but you manged to defeat them. and you enter the castle the end….

  • Castle:

Inspiration:

  • Sister

    Utilizing a Sandbox-focused tactical combat system, the player progresses through a linear environment with highly varied enemy engagements.

  • Antelligence Escape

    Antelligence Escape is a third person action/adventure game developed in four weeks at Futuregames. We had the requirements to make a survival game featuring an aquatic animal outside of its natural habitat