For this 2nd year solo project, I designed a tutorial level for an FPS puzzle game about climbing out the ruins of a futuristic shooter arena.
For this 2nd year solo project, I designed a tutorial level for an FPS puzzle game about climbing out the ruins of a futuristic shooter arena.
My goals for this project were to design intuitive yet challenging puzzles and to learn more about using Unreal Engine. By planning out weekly goals in my journal blog as well as consistently playtesting the level, I achieved both.
I designed the blueprint above to toggle the states of any assigned launchpads, doors or portals while displaying a visual change on the switch. The default launchpad and portal blueprints had to be adjusted to work with this blueprint and also display a visual change for player feedback.
Below is shown the door blueprint I designed which also doubles as a moving platform. I remember struggling to get it working with various functions before finding MoveComponentTo which worked a charm.
Further details of my process can be found in my blog below.
In retrospect, the player experience may have been improved if the level had focussed more on just one or two mechanics, but I'm also glad I was able to implement all the features I wanted in a satisfying way. Although a full game level would explore each mechanic more thoroughly, this demo serves as a good example of how I can design effective tutorials and basic puzzles for a range of mechanics.