During my second year at Teesside University I was given the opportunity to work on my portfolio and pre-produce some work for a Final Year Project. I decided that my Final Year Project would be a series of Action-Puzzle Levels designed in UDK using the default UDK packages and models with some minor changes made. The focus of my project would be Kismet scripting and gameplay.
Below are two video recordings of a completed run-through of my level.
The setting of my level is an underground containment facility entirely automated and ran by robots. My final year project will focus on the player as he escapes containment during a malfunction in the system and makes his escape, ascending through the facility, completing puzzles, and evading capture from the robots sent after him.
The gameplay will focus on both Puzzle and Action segments, each floor of the facility will contain at least one puzzle and one arena-style segment in which waves of enemies will assault the player and he must escape before being overwhelmed.
The gameplay will focus on both Puzzle and Action segments, each floor of the facility will contain at least one puzzle and one arena-style segment in which waves of enemies will assault the player and he must escape before being overwhelmed.
Overall I was satisfied with the level being a base for my Final Year Project, I was able to work on enough scripting within the level to make a convincing and sensible level progression for the player to follow and the results of various playtests by outside sources showed that the player was able to understand the puzzle, what needed to be done, and where he/she may of messed up, as opposed to blaming the level being unfair or unclear.
This would be a small section of my Final Year Project however, as I intend to make multiple levels like this one that all follow in a consistent manner and gradually increase in difficulty and scale.
Below are various beauty shots taking within the Editor to further highlight key area's within the level.