Sunday, 30 November 2014

White Boxing and Concept Changes

Over the course of the last week the development team have discussed the concepts for the level design of the game, with the main responses being the joining of the 'Citadel' and 'Station' maps. The idea behind this is to create a larger map that has multiple directions of flow, so that the game play doesn't become predictable once the player has become familiar with the game. This discussion came about during the white boxing process as we noticed that the original concepts needed an extra element to them.

As this has arisen at this stage in the design process, we have decided that the best option would be to fuse the two concepts together during the white boxing process, so that extra time isn't wasted redrawing the concepts and then reviewing them again.

Due to the liking of how the 'Citadel'/'Station' game play flows the development team has decided that a second fast paced map should be created during the white boxing stage, with an emphasis on free flowing game play that complements the game mechanics. With this in mind, my aim for the second map will be to have a map where by the double jump mechanic can be used to allow players to traverse from one side of the map to the other, using most if not all obstacles in the map.

Sunday, 23 November 2014

Level Concepts

Over the last week I have put together 3 level designs which have been brought forward in the development team’s weekly meeting. The response to the concepts was of a positive aspect after careful explanation of the level’s flow and the overall design thought processes.

Citadel Concept Drawing

The first concept that was drawn was the concept of a map named Citadel. The idea behind this map is that it was to be based as the centre of a civilization floating through space, a civilization surviving in its own mini-atmosphere. The game play style behind this map would be that of a fast paced style allowing players to exploit the mechanics on the environment at a fast rate and incite players not to ‘camp’ around the map. The map would also feature three different tiers allowing the game to be played by a larger number of players, as the multiple tiers would allow the players to disperse more.


Station Concept Drawing

The second concept created was that of the concept map Station. The inspiration for this map was to be based on the main deck of an interstellar space ship. This would allow for hallways branching off of the main deck where sleeping quarters would be located. These can be seen in the concept on the left and right and side sections of the map. There would also be a section with a viewing window where there would be either an image of a planet or galaxy. By including this it would open the opportunity to create an eye-catching visual effect which could be seen as a focal point in the scene for battle. The map also has two tiers allowing for surprise attack elements and the inclusion of jump pads so that the two tiers can be easily scaled.

Spire Concept Drawing

The final concept drawing created was a concept map called Spire. The map Spire is based on a planet full of oceans where by a superior alien race has planted a beacon in which to set up an invasion from, this being the spire in the centre of the map. This was the outdoor environment map that was created and it features an element where by that every so often a timed tsunami kills all players below a certain height, for example all players not on the spire's top platform or the main hill. This would create an element of panic once the players have been warned which would lead to survivor style game play, this potentially being one of the unique selling points of the game. Due to the large size of the map the game would encourage a slower pace of game play, meaning longer ranged weapons and a more tactical approach to how the how is played.


Sunday, 16 November 2014

Opening Post

This Blog has been created to record the progress of the development of the game The Fate of all Fools, with the majority of the posts being related to the specific work conducted by myself.

The Fate of all Fools is a multi-player first person shooter game based around the arena shooter style, with an emphasis on game play interactivity, such as mechanics related to how the player interacts with the environment and how that may affect players may interact with each other. By emphasizing on this type of interactivity we aim to hopefully create a fresh experience that we can bring to the ever competitive first person shooter industry.

One of the key roles that I will be a part of is Level Design for the game. This includes the conceptualization processes as well as the eventual building of the level and assets, and eventually the implementation of assets and then the polishing stages of the visual look of the game. My current aim is to have the level conceptualization completed by next week so that the white boxing process of the level can be started.


The game engine that is being used for the development of The Fate of all Fools is the Unreal Engine 4 by Epic Games. This game engine was chosen for multiple reasons, with one of the key reasons being its capabilities to create outstanding graphics by using advanced dynamic lighting. The game engine also gives us as developers the opportunity to release the game on the newest generation of home games consoles, these being the PlayStation 4 and Xbox One. Not only does this open up to new target audiences, but it allows us to create the game we envision using the latest hardware possible in the home console market. The Unreal Engine 4 also has a vast amount of support materials available through an official website dedicated to Unreal Engine 4 documentation, https://docs.unrealengine.com/latest/INT/,  and a YouTube channel dedicated to Unreal Engine 4 tutorials, with over 190 tutorials available to provide games developers with a good understanding of how the game engine works, https://www.youtube.com/user/UnrealDevelopmentKit