Creating Some Doom

World Design

DoomMap.JPG

After some tinkering with DoomBuilder, a Doom map-making tool, I’ve come up with a wee map!

For theĀ  layout, I drew a lot of influence from dungeons such as Ocarina of Time’s Forest Temple, as well as attempting to replicate the dimly lit, foreboding nature of the unknown.

I specifically aspired to build a map that was in itself behaved very much like a machine. Hidden switches and levers would have the level dynamically change itself as you play, revealing more enemies and secrets. Almost every room has traps which only reveal themselves after baiting you with some kind of upgrade or treasure. The goal for each of these rooms was to tempt the player to go towards the room’s treasure, before springing the trap. The player would then be forced to quickly grab it before utilising it to save themselves. I also placed the monsters in each room in order to make best use of the particular weapon. For example, in the Blue Keycard room, I had originally placed the Super Shotgun there, but I soon found that the rate of fire did not suit the pace of the battle. Having a firefight in a large room with hordes of Imps and Cacodemons required a more rapid-fire run-and-gun approach, and thus I swapped it out for the Plasma Gun instead.

Subsequently I felt that the Super Shotgun was a better fit for the Red KeyCard room, in which you are ambushed in a tight space by melee Demons. I also accompanied it with the Chainsaw in order to emphasise this up-close-and-personal combat, before forcing the player to run through a corridor with these weapons in near darkness.

I also made sure that any secrets were signposted to some extent, taking further cue from The Legend of Zelda games. Using anomalies in patterns, and monsters to draw the player’s attention towards particular areas.

Read on for a quick run-through of my design! Find the map file here if you’d like to play it.

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A brightly lit tree up ahead draws the player forward. The odd pattern of lights on the sides draw attention to possible secrets.

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Fireballs coming from the side forces the player to notice the elevator on their right.

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At the top of the stairs lie some brightly-lit treasure…

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Which reveals a trap! The Super Shotgun and Chainsaw arrive in time to lend you a hand.

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Tight corridors give you an opportunity to mow monsters down.

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Elsewhere, lamp posts guide the player along until they notice more goods through these bars…

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Which was evidently a trap as well. Note the lamp post on the far side of the room to draw the player to another hallway.

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The hallway is filled with Barons of Hell and Spectres. The player must navigate around the enemies to reach the Rocket Launcher, and I specifically chose to add Spectres to force the player to be wary of hurting themselves with their own rockets.

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A small room between the Red Door and Blue Door offer some health, armour and brief respite.

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Behind the Blue Door likes a Mancubus and some Revenants inside a tight room, making avoiding their rockets a challenge. Also a brightly lit room with a switch is hinted at in the corner of the screen.

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Pressing the switch seemed to do nothing at all, until on their way out of the room, the player would notice the elevator on their left.

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Amongst other goods, the player is on eye-level with the tree in the centre of the room. The presence of items there suggests that platform is reachable.

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Heading back towards the hub room, the differently-textured wall brings the player’s eye down towards a switch. Hmm, that wasn’t there before…

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…And pressing the switch brings up some stairs from behind the player!

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On reaching the top, the player can go around the tree to grab all the items! Not before triggering yet another trap of enemies.

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One last switch reveals the exit door behind you.

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Freedom!

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A Velociradish Devlog – Prototype #1

Velociradish Production

Hiya, and welcome to the first post of my journey as a member of Velociradish Studios (formerly Radish Studios). Here I will be posting our team’s progress, lessons as well as other musings throughout the course of development!

As a hybrid artist/project manager, my main duties in the team are mostly related to making sure our projects move forward, whether that be coordinating the team, writing out the necessary documentation, and acting as the team’s liaison. Otherwise I fill the shoes of whatever role or position is required of me, and am wearer of many hats. I wear other clothes besides hats and shoes, too.

After completing our first prototype, there have been quite a few lessons learnt already. As with every team, a lot of it has to do with planning and overscoping. The intent of this first prototype was to ensure that the scond-to-second gameplay of our idea is solid, or at least has some potential that we can build on. Dubbed the ‘Prototower’ for now, we simply considered ‘What would 2.5D side-scrolling slow-motion, action look like?’ We pictured rogue-like elements, with a dash of squad-based tactics and progression. Regardless, we resisted the temptation to go all-in and start with the simplest of scenarios: one player, one enemy and one room. Nothing but the mechanics to play around with.

So what have I been up to this past fortnight, you ask? Why, nothing but an odd assortment of tasks, of course!

Besides staring into the infinite void that is schedules and documentation, I have also been tinkering with Unreal Blueprints in order to relieve the programmers of some pressure and to help out with simpler coding tasks, such as health bars, UI and other miscellanea. I have also been smoothing the transition in which assets move into the game engine. This involves ensuring that models and props have the proper lightmap properties and double-checking the scale, before setting up the lighting as established by the environment artist. Not the most glamorous of jobs, but definitely the kind of dirty work that needs to be done in any project!

Towards the most recent week however, it felt like our progress had stalled. To say that we had planned things to a T was definitely an overstatement on our decisiveness of our actions. We had discussed many aspects of gameplay, but we mostly deviated to the high-level aspects of it. Procedural generation? Noted. Possibly over-complicated skilltrees? Sorted. How the actual conflict would occur in realtime? We couldn’t agree on something that everyone could buy into, nor could we find something worth testing. After countless revisions of the gameplay (much to the programmers’ chagrin), from turn-based and grid-based to realtime and free movement, we finally settled on gameplay to serve as groundwork.
After spending a lot of time working in all manners of blueprints, with lots of aid from our local programmers, it has been a great learning experience familiarising myself with the engine. There needed to be plenty of back-and-forth in order to make particular variables and other C++ functions to be accessible through blueprints. We’ve also ensured that the correct animations respond to their corresponding triggers for each of the enemies. Especially after adding the animations and sounds into the game, it definitely started to get somewhere! This was a huge boost in confidence for us, and it’s astonishing how much difference some aesthetic embellishment can make. Check it out below:
nobleDeath.gif
We’re quite fond of the way the game has evolved into an experience that will be both a fast and slow paced game (see what I did there). For our first pass at this project, we’ll continue to be working out the kinks in our workflow, and hopefully we be able to make further leaps and bounds in the coming weeks. Here’s hoping that I will also be able to get to work on more than just setting things up and paperwork too.
The next task to do is to think a little bit larger, and start thinking about how to really emphasise tactics, and make the player’s decisions really impact their experience! Stay tuned for our next adventures!

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