Tavernkeeper

Summary

This level focuses on creating motivating, fun and rewarding level design and mission design with natural tutorial segments in a carefully planned out town layout.

Inspired by: The Legend of Zelda: Breath of the Wild, Skyrim (tutorial section), Dragon age: Origins (tutorial sections)

Specifications

  • Duration: 7 weeks half-time
  • Software: Unreal Engine 5.2
  • Assets: Dreamscape series by PolyartStudio
  • Template: Thief of the Wild by [Oliver Mathrani]
    • I tweaked npcs to make a customer-version for the player to deliver to.
    • Check out his super cool portfolio!

OverView

Process

Testing the size of the level

Pre-Prod

The rough blockout from the previous assignment can be seen in this gif. It gave me a good starting point for the size and approximate layout of the town.

I researched more in depth on medieval town layouts, buildings, as well as looked at game tutorial sections and metrics.

Change in Objective

At first, I wanted the objective to stay as an assassination mission. However, I reassessed to strengthen the quality of the level design. So, I changed the objective to a more straight forward delivery mission where I could put more focus on my goals.

First sketchReference board

Refined Blockout

I designed the different areas of the town in more detail, elaborating on the character and purpose of each area.

For example, the first iteration of the castle was based on a castle I built in the game Townscaper. While I liked the shape of it, I decided to redesign it for this piece as it was difficult to work with in terms of level design and guiding the player.

Sketch of a more detailed castleCastle - Refined blockout

Non-linear to Linear

Although I initially wanted this to be an open-world experience, I realized that a lot of open-world tutorial sections are closed off and linear and that would fit this experience better.

Making it linear only took a few minor tweaks:

  • Introduced the parachute mechanic.
  • Each reward from the customers was used to gear-gate, making it impossible to move on to the next objective before unlocking and learning the relevant mechanic.

Tutorial Mission Design

1. Tutorial Gating

  • Properly teach a skill before moving on to the next.
  • Have an item be useful after it's been handed to the player. For example, when given the bow & arrow the player finds a problem that requires archery.
    • The player cannot progress before learning the relevant skill.
  • Teach the player skills in order of necessity for game progression.
    • Climbing > Bow & Arrow > Parachuting.

Note: A problem with this design is that the player may get the solution before they find the problem. However, I believe that that is fine since it's in the purpose of teaching the mechanic. Also, if the player is curious and choose to explore they often find the problem first.

2. Rewarding the Player

  • A delivery quest does not sound motivating on its own. Therefore, I chose to put effort into teaching the player that they gain a lot from finishing these types of quests.
  • I did not want the reward to only be monetary or XP as this would not motivate them to interact with the world in a meaningful way. Instead, each customer you deliver to will teach you something, such as a skill and/or context about the world or the narrative.
    • Fletcher - Bow & arrow skill.
    • Ship Captain - Parachute skill and hints that the player can use the captain's ship for world travel in the future.
    • Baroness - Narrative context.

Town Design

1. Mechanics

Bow & Arrow

Since this is not a combat level I had to make sense of why the player has a bow & arrow and its purpose. Therefore, I added several small puzzles where the player distracts, as well as open gates and shoot down ladders to progress.

The player can also shoot down apples as a fun treat. A future iteration could also have included the ability to shoot signs, lamps or flags as I believe it would've added to the player enjoyment and promoted exploration.

Climbing

For climbing I added elevation in the level. The elevation had to make sense for a town setting and chose ladders and vines. In order to keep with the linearity of the tutorial, these were the only climbable surfaces.

Parachute

Parachute is the last mechanic introduced as a way to quickly backtrack to the mainland. This mechanic also required elevation in the level design and thus was introduced last because of the elevation differences in the castle area.

2. Navigation

Each district is separated by a bridge or a gate to mark that you're entering a new area.

  • Centerpoint - Connects all areas of the town. Has community gathering points like a town square and place of worship.

  • HUB - A tavern/inn located by the town edge.

  • Small Harbor - Trades district. Sits at a lower verticality to represent lower economic class

  • Castle - Up on the hill to both represent upper economic class and to be visible from different locations in town.

  • Harbor - Import/Export. Located on the other side of a canal to create a clear border for this bigger area.

3. Beyond a Tutorial Location

When designing the town I wanted it to feel like a normal town which the player can come back to after the tutorial level in a hypothetical open-world RPG. This meant that when I made it linear I had to bar off the ordinary paths with things that could hypothetically be "removed" such as closed gates.

Issues & Solutions

Location of a 2nd bridge in an earlier iteration

Rewards and Puzzles

Issues - Players either didn’t notice the 2nd bridge in an earlier iteration of the level, or they felt like they should be able to shoot it down from the “wrong” side.

The Ship Captain's reward felt lackluster and not rewarding enough.

Solution - These two issues had the same solution. I introduced the parachute mechanic which sidestepped the 2nd bridge and rewarded the Ship Captain delivery.

Non-Linear to Linear

Issue – As a non-linear level there was potential that the experience would potentially punish the player unless they did the objectives in a certain order.

Solution – Tweaked the experience to become linear with gear-gating. Made the harbor inaccessible before getting the bow & arrow and make the castle inaccessible before unlocking all the mechanics.

More Gating!

Issues - Upon revisiting this level I realized that after the player is taught the climbing skill, it is not needed again until getting to the harbor.

There was also the potential that the player might attempt to go to the castle after getting the bow & arrow, which they can't get in to.

Solution - To fix this I could block off the path to the fletcher with a gate and then put vines on one side so that the player can get to the fletcher but can't go back to the town square or the castle. It also gives the player a reason to use their newly learned climbing skill.

Walkthrough

Reflections

I am particularly happy about the twists and turns that working on this piece entailed, because I learned a lot about planning my own project and the value of pre-production. This is something I brought with me to my second piece.

I had a lot of fun working on this piece and I wasn’t afraid to get a little silly with it. I am very proud of what I accomplished and happy with how it turned out.

Thank you for taking the time to read! 😊

-Clara