third person adventure
Introduction
In this project I set out to create a third person action experience set in an old ruined city.
Goals
- Combat design
- Composition
- Adventure
Project details
- Develop time n/a
- Engine: Unreal Engine 5
- Level Design
- Level asset made in Blender
External
- JakubW Third Person Template
- Blockout Tools
Level overview
Gameplay
Design engaging combat
In the level I had the ambition to design different styles of engaging combat. The design allows the player to be more stealthy in some situations and take out one enemy at a time. But also in the same space just go head-on if that is more the players play style.
In the older version of the level, the enemies had simpler patrol paths and stopped in one place. This created a problem for players that wanted to have options in play style. To fix this and allow for more stealthy play styles I gave the enemies longer patrols that allow the player to move around the space more.
fight your way back
The hook with this level is that the player first gets to explore the level in a more relaxing state. Less enemies and more exploration. When the player reaches their goal we flip it around and increase the tension.
The player now has to fight their way back to safety in a level they are familiar with, but now with combat to make it interesting.
Player agency
In my older version of the level a problem was that the level lacked choices and player agency. To fix this I added multiple paths for the player to explore and play with. This will offer different styles of approach, and also create player agency.
Path 1.
This path will force the player to deal with an enemy to gain the advantage on the others. The path leads to an old tower that the player can shoot back at the enemies they just struggled with. The tower also acts as an vantage point and lets the player see different solutions such as an explosive barrel to shoot.
Path 2.
This is the “get them head on” path and is a more neutral battle field with a traditional no mans land that the player will have to conquer to advance. This path is designed to be more challenging to motivate the player to try other paths if they so wish.
Path 3.
This is the sneaky path that lets the player pass the no mans land from path two and get a free shot on one of the enemies and confuse the remaining ones. However after the assault, the player will be left open on lower ground versus the next enemy.
make use of the space
One of the goals for this level was to create a simple puzzle in the early section of the game that teaches the player movement and interaction. I also wanted to make the puzzle use as much of the building as possible.
The first big building we get to in the level is blocking the way forward and requires the player to solve a “lock in order” puzzle to open the big door. To achieve this the player needs to explore the whole building and find all the buttons and use them in correct order.