ALEC PATE
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Level Design

Procedural Dungeon

Systems
  • Dungeon Room
  • Events
  • Actor Cleanup
Breakdown
  • I built a dungeon that will pick rooms at random and attach them together.

  • There were different room types (EntranceRoom, HallRoom (3), TrapRoom (3), EventRoom (2), BossRoom).

  • The dungeon always started with the EntranceRoom and ended with the BossRoom.

  • There were some challenges I faced with the boss room, when I realized it was a simple oversight of needing to assign a failsafe counter for when the boss room was unable to find an appropriate spawn location.
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Environmentals

Traps

Systems
  • Damage System
  • Spawning System
  • Interaction System
Components
  • Scene Component
  • RotatingMovement Component
Breakdown
  • ​I wanted the traps to be activated by the player. I felt this would give a sense of control.
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  • All the traps have a button that is pressed to activate, then another to deactivate.

  • The traps use timelines to control their movement. I used billboards and Scene components to spawn and keep the spawn locations organized.

  • Getting rotation and locations correct on this system was a pretty big challenge. Since the location is different with each spawn, I needed to collect this information after the trap has spawned and then update the trap before it begins its timeline.
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Interactable

Systems
  • Interaction System
  • Progression System
  • UI System
  • Audio / VFX Component
Components
  • Actor Component
  • UI Component
  • Audio / VFX Component
Interfaces
  • Interaction Interface
Breakdown
  • I decided to set the interactable objects up in a simplified way.

  • A collision sphere, static mesh and Niagara Component.

  • I then split it up between collectible objects and permanent objects.

  • I also setup a blueprint function library to control spawn chance parameters. Some of the interactable objects spawn just by chance, or the type of object spawns based off the chance.
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Get in touch: Contact
  • Home
  • Game Design
    • EternalOrder >
      • Core Mechanics
      • Combat
      • AI
      • Level Design
  • Contact