Here's a exclusive Dev Walkthrough of the level! You can find out design choices, how the world works, and fun little stories behind the scenes of making it. However, it doesn't spoil every secret so feel free to play the level yourself down below!
Click below read the exciting story to go along with the Level. This gives background information on major characters and go further in depth of the world as well.
The project was a personal challenge to me to create a lvel while balancing my final semeseter of college. I placed a few constraints on myself which were that I only had one and a half month to do this level and I would limit map size, so I had to make the most of the space I had.
Engine - Warcraft 3 Level Editor
Time Taken 1.5 Months
Enter the Brand-New World of Fartos! A thriving and brand-new setting where 4 Guardians are responsible for saving and protecting this World! You take the role of Valtire a tragic character who has lost everything to a mad man with unlimited power and goes in search of one of the four Guardians to help her get revenge for the brutal slaying of her family. However, she soon comes to realize that these seemingly noble and un-failiable heroes have a darker and sinister side to them.
I love Dialogue Choices so when I saw that I could advance dialogue and had buttons I knew I could implement a dialogue system. For those who don't know the Editor does not have a way in editor to make dialogue-based choices, so I had to jerry rig one together using a wide variety of variables arrays, and skirt around some of the basic implementations of the editor. I honestly started to work on this as a joke, but once I realized it was possible, I made it a core design pillar in my game.
Frostbite is another mechanic I may have spent a little too much time on, but I think it turned out to be a super interesting and unique mechanic. I wanted the final boss area to feel unique and different compared to the rest of the game, and I didn't have a lot of environmental hazards. So, I decided to kill two birds with one stone.
Frostbite is a mechanic that forced players to keep moving from fire to fire to stop the timer, that would deliver damage if it ran out. What I quickly realized happened in playtest is that players would use the strategy of triggering enemies by entering their trigger area and running back to the fire to fight.
It seemed too bring as a strategy and there was no real incentive to move so I made a hidden timer as well. If the player stands in the fire area too long the fire permanetly goes out. This makes it so that players had to keep moving and fighting as they made their way to the final boss battle.
I thought having Acton throughout the game would be overwhelming and boring after a certain point. I knew I wanted to create a whole experience, so I would need to slow down the pace a little bit, so that ended up with me creating puzzles. Now the puzzles themselves aren't too difficult, but it's a great chance for players to recoup from their damage of previous battle encounters while also giving them breathing room as well.
There are three main puzzles. The first one is a riddle that players must answer, if they get it wrong then it's a small combat sequence, but if it's right then they get to advance forward. It was initially three riddles, but because there's no place to find them it felt unfair to the player.
The second puzzle was a music puzzle that would play a series of notes and you would need to copy them.
The last puzzle is lightening puzzle that would have lightening striking platforms in a certain order that the player would need to replicate. Should've had a redo switch to be honest here.