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Workshop Progress 03 – 2D Side Scroller

I thought it was time for a small update on something. Some minor progress has been made for the workshop project, in which I have designed initial layout of what might be the first levels of the prototype project. Below are some images I can share.

[Above] This is basically a type of timeline which uses traditional narrative to plan and structure the overall prototype. It shows in brown what main things might happen, such as teaching basic movement, aiming fun, advanced movement, introducing obstacles, getting shotgun, fighting mini boss, getting explosive and fighting main boss. As these events occurs the time line shows intensity/drama and its pacing. Pacing being calm versus stress. You may notice that during some sort of hazard puzzle or fight, it takes a higher peak.

In red, it shows what surroundings will be filled with, so for example during aim gun there will be enemies, and during adv movement there will be security, lock, camera and turret to deal with. And during obstacle that are hazard, it will be based on electricity, fire and steam. The mini boss will be armored unit, the grenades are meant to deal with range enemy, and the boss will be armored car which suggest that the recent explosives might assist in defeating the boss.

[Above] The image shows the general level design from a holistic point of view, not details. So it shows how the player learns jumping, meeting enemies, learning to navigate stairs, box and ladders, jumping larger gaps, break through window, run and gun interior and so on. That was ACT 1. For ACT 2 you will see the obstacle in the sewer, showing a water with electricity, fire from broken pipes, a repair station with enemies and elevators, hot steam events and elevator taking the player back up to surface. For ACT 3, you see a car park, run and gun mechanic, grenades, timed event, range enemies and boss fight pattern. On the far right side of the image, you can see what each area introduces.

[Above] Eventually I like to draw some thumbnail sketches showing more visual mechanics that I have introduced in the time line, it helps the brain to think, plan and consider some weaknesses.

That is it folks, hope it was fun read.

Workshop Progress 02 – 2D Side Scroller

It is a slow progress with our Workshop due to other commitment. But in this post, I will explain some of the early tests, adjustment and changes that we have done during my meeting with Nachi and myself. And then the basic block out I started doing for level design.

Adjusting the jump settings


One of the first thing we reacted on was the floating feeling of the jumping. So, we decided to figure out how to fix this. We basically adjusted individually settings and slowly we figured out a setting that worked. We didn’t know what every setting did and Himanshu ensured we had access to Gravity Scale this time around which was essential to tweaking the jumping. Eventually we figured out that Braking Deceleration Falling was the setting that gave the falling a more rapid speed.

Adjusting the Metric

Because we changed the jumping setting it affected the overall height and length. This meant we needed to adjust the test platforms and decide the minimum and maximum metrics for single jump, double jump and high + long jumps. To do this we added bigger objects and saw if we could jump over it, and if we could jump over it from higher elevation and so on.


Registration of the Metric

To ensure we got accurate numbers we went into side view and used the measurement tool to measure height, length and other details.

As we continued we made changes on the go. For example the height of the highest platform for double jump standing still.

And then later we changed the gap of the platforms the player can jump from.

After we finished these metrics we talked a bit about Supergrid which the plugin is we are using to do rapid level design. I won’t go into it here. But I will end with a video showing some of the early level design I did, I might explain by making a video next time. So be sure to subscribe to my youtube channel for those type of content.

 

 

 

Workshop 01 – Side Scroller Game

One of the side projects I have going right now is a Side Scroller inspired by Duke Nukem Manhatten Project. I am helping out with is designing and lighting up the game. The idea is going trough concept phase right now, and we have given ourselves 60 days to complete the project, due to other commitments all of us have the first 30 days of August. The purpose is to learn together with a group of other people, looking to improve their skills.

So far I am brainstorming and pitching some mechanics which are poorly sketched, here are some examples.

 

Rolling Mechanics

DiveShot_Mechanic

As you can see there are some core feedback loop going on using movement mechanics, and additionally I have suggested the use of a Speed Injection, which is meant to slow the players time, to make it easier to tackle more complex scenarios featuring more of above obstacles and challenges.

Of course, this is all very early stages and people might drop out, including me, for various of reasons but I thought I would give it a try.

Besides that we have set up a preforce using amazon services and connected it directly in to Unreal Engine, which is what we will be using for this particular project.

Stick around for future updates regarding this project.

 

 

 

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