Escape From Ravenloft
Overview
“Escape from Ravenloft” is an Action RPG Puzzle Adventure prototype where the player takes on the role of an adventurer who must escape Castle Ravenloft or else suffer the punishment of Count Strahd von Zarovich. This prototype was a live project from the coding boot camp that I did for game development. I completed four stories within two weeks for this prototype.
Final Gameplay Trailer
Production Synopsis
Studio: Game Development Coding Boot Camp
Type: Live Project
Team Size: 1
Development: November 1st - 12th, 2021
Ownership: Game Design, Level Design, Technical Art, Lighting, Gameplay Programming, and Prototyping.
Responsibilities: Developed Game Design Concept. Grey-boxed level and designed and built final level. Retargeted and Rigged Character Skeleton and developed animation blueprint and montages. Developed gameplay mechanics and level mechanics. Developed prototype.
Tools used: Unreal Engine 4, UE Blueprints, Microsoft Azure, GitHub PowerPoint
Castle Ravenloft:
The final resting place for many adventurers…
Pre-Production
To complete the live project I was required to complete four user stories within a two-week timeframe. For this project I completed the following:
Designed and developed the game prototype theme, tone, and overall concept
Develop a grey-box of the level and conceptualize two puzzles and two traps
Design the level, lighting, and build level.
Develop and prototype the puzzle mechanics and player abilities to interact with puzzles.
Develop traps that provide danger to players.
Game Design
Game Mechanics
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Deadly Traps
Deadly traps await unprepared adventurers within the crypts of Castle Ravenloft. Traps provide the main obstacle to challenge players as they move forward to escape.
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Dungeon Puzzles
Ancient contraptions and puzzles will test the adventurers to determine if they can escape the clutches of Count Strahd von Zarovich. As adventurers progress the crypts and dungeons of Castle Ravenloft, the puzzles become more and more challenging.
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Undead and Bestiary of Castle Ravenloft
Within the bowels of the Castle, armies of bestiary and the undead await both seasoned and foolish adventurers. Many of adventurers have perished at the hands of the cursed and the damned within the depths of Castle Ravenloft.
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Torch Attack
Our Adventurer starts off with only a Torch from Crypts of Castle Ravenloft. Yet, a torch is better than no weapon at all. With the torch, adventurers can attack the undead and bestiary of Castle Ravenloft.
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Torch Lighting
Within the crypts and dungeons of Castle Ravenloft, torch light is a precise commodity within the confines of the castle. It can expose both secrets and potential dangers.
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Interaction
The Adventurer must interact with doors, levers, contraptions, and even chests and treasure and artifacts from within the crypts.
Level Planning
Level Design Inspiration
For inspiration on the theme, mood, and visual aspects of the level, I sought inspiration from the theme and artwork of the classic Dungeons & Dragons Ravenloft artwork. These visuals aid in providing a guideline in how to develop the aesthetics and feel of the prototype.
Rough Draft Sketch for Level
For this prototype, I took inspiration from the catacombs of Castle Ravenloft. Due to the time constraints of the project, I made adjustments to the level prototype to allow time to complete the prototype.
Grey-Boxing
Grey-Boxing Level Video
This video shows the final grey-box level for the prototype, Escape from Ravenloft. While the final level is not exactly the same as the grey-boxed level, the grey-boxed level provides a foundation of which to build the level and guide the player the interactive experience.
Grey-Boxing Gallery
Level Design Gallery
Technical Art & Assets
Lava Material Gallery
Torch Asset
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Carpet Trap Asset
This asset is used as a marker for the carpet trap.
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Lever Platform
This asset provides a path for the adventurer.
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Lever Asset
This asset allows adventurers to interact with contraptions.
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Portal Asset
This asset teleports adventurers to both safety and danger…
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Skeleton Coffin
This asset is used to provide a sense of the crypts.
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Mirror Asset
This asset is final asset that player interacts with.
Gameplay Programming
Gameplay Assets
Adventurer Blueprints
The Adventurer needs gameplay mechanics and abilities to interact with the world.
Our Adventurer has three main game mechanics:
1.) A Torch Attack Ability
2.) A Torch Lighting Ability
3.) An Object Interaction Ability
The first image to the right shows the Blueprint game logic that enables the Adventurer’s abilities. Both the Torch Attack and the Torch Lighting ability use a custom Input Action Event note that takes a reference to the character’s mesh. If the Input Action is pressed in game, then Animation Montage is played to execute the gameplay ability.
For the Object Interaction Ability, input from the E key is used to trigger objects that are interactable by the player. As each interaction is varied and unique, each interaction must be tied to either Blueprint asset or from within the Level Blueprint.