N.O.V.A 2 - Masters Project
Skills -
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Masters Theory
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Game Pillars
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Project Planning
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Unreal Development Kit & Kismet
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Puzzle Design
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3Cs
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Level Design
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Narrative Design
This idea lent itself to my Masters theory - which was to create an experience that taught the player how to play within the level itself, rather than using any tutorial prompts or hints. All 'Hints' are in within the level - This can be seen on the main HUB PC, showing 'E://...' suggesting that Pressing E will be the use button. This can also be seen in different forms throughout the level.
E://... To suggest pressing E will 'Use' The computer
Another example of a prompt to use E.
Additionally, The complexity of the facility lead to unique ways of guiding the player. Instead of pointing out the direction with a way point, the main push for direction is the alarm system; which always flows back to the main HUB, as seen from player spawn. The main HUB has a map outlining the entire area, though the map can only be seen in the dark. Accompanying the use of the lights and map, there are also objects for small landmarks and coloured chevrons; which also direct during the 'lights on' phase.
Even though being in the dark means 'Get back to the center', Pass codes and other things can be found around the facility during the time of darkness. Meaning players also need to explore in the dark to be able to progress through the test chambers.
A window showing a hint that a logo/Code needed to progress is behind the wall.
Darkened corner with a U.V code. Hinting that some codes can only be seen in darkness.
Each test chamber has a unique theme to it, pertaining to different abilities. For example, one would require jumping, another would require memory and one would require perception.
Crates we placed before the Jump test to give an obstacle to overcome, to teach the Jump mechanic before needing to use it.
Scrawls on the wall showing the answer to the 'Jump Puzzle'
What the wrong answer would look like in the botanical test.
Correct answer in the Botanical test 'Blue' being the correct colour to use.
Although most of the game has very subtle hints in the environment as to how to progress, the idea is to give these subtle hints to allow a sense of achievement for the player once figuring out the answer for themselves.
During this project I researched a lot into game 'Psyche' coming across the '5 Pillars of Games design' which provided a lot of inspiration to what I wanted to focus on. Essentially trying to stretch certain sub categories of each pillar as far as I could. A deeper explanation can be found here - http://ashydesignma.blogspot.com/2013/09/now-were-getting-deep.html
A full and further in depth look of this project can be found in my Masters degree blog where there are videos of Playthroughs & tests during the games creation!
http://ashydesignma.blogspot.com/