Scav town
Third person adventure level inspired by the Star Wars universe
Level Flowchart
01
Act 1:Introduction
02
Act 2: Combat
03
Act 3: Climax
Act 1
Flow overview
The middle lane presents the main gate of the castle. The attacking player will have to go through two gates in order to reach the inner castle. While attempting to reach these gates the attackers will be bombarded by archers sitting on strategic positions.
Bridge start
In the beginning I make use of composition audio dialogue and moving elements to catch the players attention but also keeping the scene interesting to look at.
Cruiser Reveal
Cruiser Reveal
In the beginning I make use of composition audio dialogue and moving elements to catch the players attention but also keeping the scene interesting to look at.
Abandoned Village
Reminders
Within the abandoned village I add in areas where the player get a reminder to their overal goal. This is to keep it fresh and make sure they don't forget the main task.
Foreshadowing
Before the player enter the area they are greeted with a foreshadow. A drone flies away adding some tension to the area
Drone Reveal
Near the end of this section I introduce the weak drone enemy. This is to introduce combat into the level but also tell the player that from now on combat can accour
Establishing Sub goal
After finishing the Abandoned village area the player get's greated with the sub goal. This goal needs to be reached in order to reach the main goal. To further sell the importance of this area I add in a very similar elevator that the player need to reach in the first place.
Act 2
Flow overview
Left lane presents a very tight space for the attackers to contest over. Defenders have access to higher elevation walls archers can be placed on to further aid the defending infantry.
Climbing Wind Turbines
Upon finishing act 1 I introduce spinning wind turbines the player climbs on. This is to slow down gameplay for a while to in the end raise it again as they enter a combat encounter.
Outpost Encounter
Upon finishing the wind turbine section the player takes a zipline and get's seen by enemies and the player enter the first combat encounter with human enemies.
Elevator down
After getting through combat the player is presented with an elevator going down towards the main village under the cruiser.
Act 3
Flow overview
The final act of the level. The cruiser stand tall and the player's ship is close
The town
Upon reaching the town the player is fooled into believing that the town is heavily guarded. Upon entering the town the player will find that it's completely empty and the way up to the cruiser is open
The cruiser
After the player has reached the cruiser they walk on it and eventually it snaps in two. The player then needs to get ontop the small craft to survive the snapping.
The cruiser
After jumping onto a a small craft the player then need to climb on the cruiser in order to reach their ship and leave the area.
Final thoughts
This level was made just after I finished playing Jedi Survivor and it was a really fun challenge trying to make something that could fit in that universe.
I wanted to challenge myself with scale and I think I succeded in that. Working on something like this in the future would be aweome!