KARSIUS 2-V
THIRD PERSON OPEN WORLD ADVENTURE

ABOUT

THIS ASSIGNMENT WAS ABOUT CREATING A FULLY PLAYABLE OPEN WORLD EXPERIENCE WITH IMPLEMENTED GAMEPLAY AND AN ENDING.
SOME KIND OF VEHICLE/MOUNT HAD TO BE IMPLEMENTED IN ORDER TO SPEED UP TRAVERSAL, WHICH MEANT THAT THE PLAYABLE AREA HAD TO BE LARGE ENOUGH TO ENCOURAGE VEHICULAR TRAVEL.

PROJECT DETAILS

  • CREATED IN 2 WEEKS HALF-TIME
  • ASSIGNMENT: CREATE A PLAYABLE OPEN WORLD LEVEL WITH BASIC GAMEPLAY ELEMENTS IMPLEMENTED.

THREE DIFFERENT KEYS

THE PLAYER WILL HAVE TO COLLECT EACH OBJECT FROM THREE DIFFERENT LOCATIONS AND SLOT THEM INTO THREE PEDESTALS CLOSE TO THE LANDING SITE. ONCE ALL OBJECTS HAVE BEEN PLACED A PATH TOWARDS THE ARCHIVE OPENS UP.

MISSION

THE PLAYER LANDS ON A DESOLATE PLANET, LOOKING FOR AN ALIEN RELIC KNOWN AS AN ARCHIVE. HOWEVER, ORBITAL SCANS OF THE SURFACE HAVE PROVEN FRUITLESS AND THE PLAYER HAS TO INVESTIGATE THE PLANET FROM THE SURFACE.


AS THEY MOVE THROUGH THE BARELY CHARTED VALLEY THEY SOON FIND STRANGE OBJECTS THAT SEEM TO HAVE A CONNECTION TO THE ARCHIVE...

VISUAL SCRIPTING

OXYGEN SYSTEM

INITIALLY I SET UP AN OXYGEN SYSTEM THAT I WAS GOING TO USE. THE IDEA WAS THAT THE PLAYER SHOULDN'T BE ABLE TO TRAVEL TOO FAR FROM THEIR VEHICLE AND THUS CREATING A "SOFT" LEVEL BOUNDS. SINCE THE PLAYER WOULD BE UNABLE TO TRAVEL TOO FAR WITHOUT THEIR VEHICLE, I COULD SET UP BARRIERS THROUGHOUT THE LEVEL THAT THE VEHICLE COULDN'T PASS AND THUS LIMITING THE PLAYER MOVEMENT.


HOWEVER THIS FELT ALL TOO LIMITING FOR THE PLAYER AND I CHOSE TO SCRAP THE OXYGEN-SYSTEM COMPLETELY IN ORDER TO PROMOTE EXPLORATION WITHOUT PUNISHMENT.

THE THREE OBELISKS

SINCE I WANTED THE DIFFERENT ACTIVATED OBELISKS TO HAVE DIFFERENT IMPACTS ON THE LEVEL I SET UP AN ID-SYSTEM WHERE I COULD TAG EACH OBELISK WITH AN ID THAT CORRESPONDED TO A MATCHING PEDESTAL AND KEY.


IF I HAD MORE TIME TO SPEND ON THE BLUEPRINTS I WOULD HAVE CREATED A BETTER SYSTEM TO HANDLE DIFFERENT EVENTS AS THIS SYSTEM WASN'T AS FLEXIBLE AS IT COULD HAVE BEEN. IT WORKED AS A PROTOTYPE, BUT NOT AS A GAME-READY PRODUCT.

THE PLAYER INTERACTING WITH DIFFERENT PEDESTALS AND ACTIVATING THE CORRESPONDING OBELISK IN ORDER TO GAIN ACCESS TO THE ARCHIVE.

ONCE ALL OBELISKS ARE ACTIVATED, A NEW PATH TOWARDS THE ARCHIVE OPENS UP AND THE PLAYER CAN EXPLORE FURTHER

BREACHING THE VAULT

WHEN THE PLAYER ENTERS THE VAULT AND NAVIGATES THE MAZE-LIKE INTERIOR TO THE INNER CHAMBER THEY CAN FIND THE INDEX INSERTED INTO A STRANGE TERMINAL.

AS THEY REMOVE THE INDEX BY FORCE, THE ENTIRE ARCHIVE SHUTS DOWN - AND AFTER A COUPLE OF SECONDS OF EERIE SILENCE A LOUD MECHANICAL SCREECHING EMITS FROM THE STRUCTURE, RESONATING INTO THE ATMOSPHERE.


AS THE PLAYER LEAVES THE ARCHIVE, INTERSTELLAR BOMBARDMENT OF THE SURFACE FORCE THE PLAYER TO NAVIGATE THEIR VEHICLE BACK TO THE SHUTTLE AND EXTRACT.