LD: Single Player Milestone
Hey guys, what’s up? During the Term 03 in Level Design 2, we had two different projects. The first one – that I already presented here – was the Capture the Flag level, in which we worked as a team and we developed a level following all rules of CTF game. For the second project we needed to finish the first Milestone of a Single Player Level. The level was also developed using UDK Engine and for this first part we were suppose to do the Level Whitebox, the Paper Layout, Cell Diagram, puzzles and all kismet of the level. So, here I am to present what was the first Milestone of Sand and Dust. So grab your chair and follow here how was the development process. Hope you enjoy.
Single Player Milestone Overview
“Your goal is to create a 3- 5 minute vertical slice of a single player experience that includes at least two machinima scenes, one for the intro and one for the ending of the level. The experience will consist of 3 – 5 goals (What you want the player to achieve), each goal should contain 1 – 5 conflicts (What is used to create an obstacle/challenge to achieve the goal) and each goal should have a clear resolution when completed. The map should also include two paths at one point in the game in which the player is required to make a decision. As a rhythm/flow changer and to add variation to the level it is expected to have at least one puzzle.”
For this assignment we needed also a Cell Diagram with our level all planed from beginning and a Paper Layout of the level.
Cell Diagram
The Cell Diagram is needed to plan out our level. Everything we planed on implementing in our level from a gameplay perspective should be labeled in our Cell Diagram. What we needed to do was to identify the goals of the experience, setup the conflicts that supports the goals, plan for Enemy AI, plan for a boss fight with it’s respective area, plan for a WOW moment in the game, create a puzzle element, plan for the 2 different paths, label the difficulty and label the pacing. I ended up creating a 7 – 12 minutes level, which probably will be harder for me in the next term. LOL! 😛
Sand and Dust – Cell Diagram
Paper Layout
For the Paper Layout of the level it was required to include at least details as the Starting / Intro Area of the game, Machinima portions (intro and ending), resource distribution, weapon placement, music cues, enemy placement, topography of the map showing elevation, level geometry, check points, paths, goals, conflicts, scale reference and a map legend.
Sand and Dust – Paper Layout
Sand and Dust
Sand and Dust is a Single-Player Map that features two very different environments, presenting a big and warm desert and an old Maya Temple, full of nature. As the player walks through the desert, he needs to find a torch to guide him into the dark tunnels, revealing that there is another secret passage to the Maya Temple.
During all his way, the player will need to solve some puzzles, changing obstacles and fighting against enemies, to finally be able to find the Old Relic.
Kismet screen
All the events, goals, conflicts and situations were programmed using the Kismet of UDK, as you can see in the picture above. It’s not too visible all connections and kismet, but I can guarantee was pretty much. Hahaha. It’s nice to know how everything works together, tho.
For now I did all the whitebox of the level, with the puzzle situations, and some of the areas are completely customized. For the next term I will need to implement the Enemy AI, some new details that I didn’t added in the first Milestone, and of course to texturize and to add the props. Probably I will change some game situations that I did for this first part, in a way to make it more convincing.
Well, that’s all. I hope you guys liked the post and please write me any suggestion or feedback, ok? Soon I will reveal here our team formation of our last project. YEEEY! Be tuned in the website and have a good week, guys! 😉
How would your mother, “to think that you came here from within”