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Level Design - The monastery

  • Photo du rédacteur: Fabien Naimon
    Fabien Naimon
  • 22 juil. 2024
  • 6 min de lecture


 

Introduction


For this project, I set myself a goal: to design a large area divided into three interconnected sections, each with its own unique atmosphere, aiming to form a coherent whole where the environment and its narrative play a significant role.

The overall setting depicts a monastery isolated from the rest of the world, where a dark threat seems to have been contained until something went wrong. The player will need to understand what happened and what is at stake.


Artistic Direction


The artistic direction of the project is based on a ruined monastery, with a church occupying the central place in the environment. Religious icons, along with extensive environmental and textual storytelling, will provide the player with the necessary clues to understand the events that transpired in this location. These elements are not mandatory but greatly enhance comprehension, enabling the player to make a clear and informed choice when faced with the NPC dialogue.

  • Zone 1 - The starting area / spawn point: This area consists of the small outer courtyard, the dining hall, and the main bridge. The character begins here, and it already contains the main gameplay/scripting elements that will be introduced throughout the level.


  • Zone 2 - The main building: Featuring a long corridor adorned with paintings and decor elements that tell the story of the caste of warrior monks, as well as a cell containing a strange being. The narrative elements suggest to the player that something is amiss behind these bars and in the semi-lit corridors. There are two secret passages, connecting this corridor to the church's roof structure on the other side and to the waterfall area below.


  • Zone 3 - The church and the balcony: The church includes additional descriptive elements to aid the player's overall understanding. At the back of the church is a door leading to a tomb carved into the rock, which contains an interactive element that allows the player to complete the level.



 

Level Design


  • Platforming and Orientation

    • Given the highly vertical nature of the exploration, the player will be required to perform numerous jumps. The level does not include fall damage, so no jump is fatal. The only way for the player to die is to exit the boundaries of the area, in which case they will be teleported back to the starting point of the level. However, their progress (relics, keys, opened passages) will not be lost.

    • A good sense of orientation and observation will also be necessary to remember key locations for navigation.

  • Strong Verticality and Narration

    • Hidden secret passages allow the player to move from the water area to the church's ceiling. The entire level can be traversed from the lowest to the highest point.

    • Numerous narrative elements are present throughout the level, including paintings, bodies, objects, and statues. These descriptions inform the player about what happened in the monastery. Reinforced by implicit/environmental storytelling, these elements will contribute to the overall understanding of the stakes. The player can choose to collect the objects and exit without reading any descriptions, but they will not know what to do in the event of a dialogue with the NPC, nor why a bad ending is triggered.

I have decided to guide the player through a scavenger hunt, forcing them to visit all areas of the level, implicitly indicating a short-term objective for each zone.

Insert here screenshots of the corridor with the cell at the end, the corridor with the waterfall, the dining hall with the statue at the back, the church with the chest, etc. Anything that draws the player somewhere.


By primarily using direction/intensity of light and the presence of points of interest, I draw the player towards desired locations. A stained glass window, a statue... The viewpoints are also important. From the main bridge, one can see a waterfall and nearby interactive elements. Walking around the main corridor will lead to this specific point, and the player will then find one of the two secret passages allowing them to ascend without having to retrace their steps from the heights of the starting point.


 

Game Design


This level is centered around several key mechanics:

  • Two Different Endings

    • A good and a bad ending. The elements necessary for understanding these two endings are scattered throughout the level. It is up to the player to choose...

  • Object Search/Collection and Exploration

    • 8 relics to collect, dispersed throughout the level. The first one indicates to the player that there are 8 to collect (1/8 relic collected). Exploring the level will reveal all the locations where the relics are hidden to the player.

Gameplay Loop:


From a pure design perspective, the level offers a gameplay loop structured as follows:

  • Objective: Exit the level with the good ending

    • The main objective is given at the beginning of the level, on the first screen once the game starts, along with the movement controls. The player needs to find 8 relics, but something seems to be watching them, requiring vigilance. This initial clue will lead the player to understand that there are two different endings. I will deliberately avoid spoiling the two endings here, but one will require more effort than the other to achieve!

  • Challenge 1: Find the 8 relics required to unlock the exit door

    • The challenge is to find 8 relics, which can be collected using the "E" key on the keyboard, the interaction key. The player can use this key to interact with all relevant elements in the environment.

  • Challenge 2: Be tested during the dialogue with the NPC, demonstrating determination or yielding to ease.

    • The second challenge involves a dialogue with an NPC locked in a cell. This is the only living being in the level, and he offers the player a deal. It is up to the player to accept it or not.

  • Reward: The player exits the level with the good ending screen.

    • The reward is twofold: Exploration is strongly encouraged. Several secret passages are hidden throughout the level, and the player must find them to collect the relics needed to open the tomb door. The level design ensures that the player must navigate through all areas of the level to reach the end.

By using light direction/intensity and points of interest, the player is guided towards desired locations. Stained glass windows, statues, and viewpoints are crucial. From the main bridge, one can see a waterfall and nearby interactive elements. Navigating the main corridor leads to this specific point, where the player will find one of the two secret passages allowing them to ascend without retracing their steps from the starting point.


 

Scripting Blueprint

For this project, I coded several elements myself to ensure that the player can explore the environment properly:

  • Master Widget: Each time the player interacts with an element, the same widget is displayed, with a different description depending on the context. It is interactive and has the ability to block controls, forcing the player to confirm their reading by pressing the “OK” button.

  • NPC Dialogue System: When the player talks to the NPC, a dialogue box appears. If the player possesses a particular object, the dialogue evolves and offers the player a choice.


  • Elevators, Doors, and Keys: An elevator system has been coded to enhance the level's verticality, along with locked doors that require keys to open. These keys, like the relics, compel the player to explore the environment. The height of the elevator can be adjusted directly within the editor.

  • Secret Passages: The secret passages in the level open based on the same principle but are activated remotely via a “button.” This system includes a camera switch that shows which door has opened when the player presses the corresponding button.


  • Interaction Key : Depending on what the line trace "hits" when pressing the "E" key, it will display different information. There are several elements to interact with; if it doesn't hit an element of type X, it checks if it's an element of type Y, or Z, etc. Additional elements can be added to this cascading verification process.


 

Graphical Environment and Assets Used


Employing the Unreal Engine 5, the majority of the assets utilized are sourced from the Quixel Megascan library. The "Credits" page provides further details.


 


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