This project's purpose was to work on both my level design skills and my scripting skills to build an interesting and energetic game environment. I also wanted to test out Alex Galuzin's, Preproduction Blueprint, methodology and see how a good planning could help develop a better and more cohesive game environment. The project was inspired by the Batman; Arkham game franchise by Rocksteady and Warner Games Montreal.​​​​​​​
The pipeline that is presented in Galuzin's book is structured to guide the designer from the project's inception through the start of the blocking and actual design in the engine. This methodology combined with the methods I've learned in school allowed me to achieve my goal and complete the project, even if some aspects of the design were new to me, and the programming a bit harder than I expected. ​​​​​​​
This level is focused on sneaking and planning, and there is no combat mechanics nor possibilities for defence or offence. Being influenced by the mechanics and interactions that a vigilante type character could have, the player's character can run, crouch, glide and has a grappling gun with which he can travel a great distance very fast, in a straight line, grappling to certain types of objects. The enemies can shoot the player on sight, so he needs to be careful.
The programming and production of this project where rather difficult, first of not being a great programmer and having to work on the project during lockdown. Some other challenges, especially regarding the level design where the spacing of the rooms and placement of enemies with their AI in a prison/mental detention facility.
The Night of the Bat
Published:

The Night of the Bat

Published: