Game Walkthrough (Unit 49)
The game test begins with the player simply starting in the default persistant level. This is filled with various cameras that I’ve used in the game as this is where I originally tested and placed the blueprints. The player can mess around with the different labeled cameras and enter the game through the “Enter Game” Trigger Box. This loads up Level 1.
Level 1 consists of a simple maze which the player must escape.
Here is the blueprint for the level. I’ll go into more detail and break down the blueprint and what purpose it serves now.
Upon loading Level 1 the players controls are disabled and a small matinee shows the camera panning across the maze towards the exit and then pans back to the player. A UI widget also is displayed with the prompt text “Escape the Maze!” This is to give the player clear direction and also a hint at what corner the exit is in.
Here the blueprint starts at the “Event BeginPlay” and disables the control input. It also brings up the widget to the player viewport.
Here the players camera is switched to the matinee camera and the matinee is also played. It then holds at the exit for a delay then reverses the matinee.
after switching back to the player camera the player movement is restored back to default and they are able to move again. The “Escape the Maze!” prompt is also removed from the viewport.
At the very beginning of the maze a text render informs the player they can switch between 3rd and 1st person perspective with the T key. This is done with my camera toggle which I made in the third person character blueprint.
Pressing 1 also switches the camera to an over the shoulder view if the player prefers that view. I kept it up to the player as they can use whatever camera they find controlling easier.
In front of the player is also a live CCTV feed which shows a birds eye view of the maze.
These screens are placed throughout the maze at various dead ends to help guide the player towards the exit. When I let people playtest my game a lot of them stopped at one of these screens and simply counted how many lefts or rights they had to make to get to the exit.
To make this I placed a 2D texture capture camera and made a material from it.
I also made sure to set the “Capture Source” to “SceneColor HDR” as it stopped graphical issues I was having with the material.
After building the lighting I found the maze was too bright and the walls were casting large shadows making some parts of the maze pitch black. To even out the lighting I placed a roof on top of the building and added lights to the interior. This helped by removing the natural sunlight from the skybox. I still wanted the birds eye camera though to be able to see through the roof. I set the roof to “Owner No See” and “Hidden Shadow” so it still cast a shadow over the maze even though it was invisible.
After completing the maze and finding the exit the player enters a triggerbox that loads level 2!
Level 2 is a small obstacle course made up of floating cubes the player must jump across.
Here is the levels blueprint. I’ll break down and go into each section seperately.
One of the main features of the Level is the player dying and respawning if they fall. A deathbox waits for the player and destroys the actor.
The player is then respawned at the location of two different target points (Depending if they’ve hit the checkpoint yet).
I created the checkpoint after Alex’s feedback as he found it frustrating having to restart the entire obstacle course when he was over halfway. The checkpoint also motivates the player to keep trying as there’s less punishment from dying.
The Level has a similar beginning to the maze. Player movement is disabled (to stop them from killing themselves straight away) as a camera overlooks the course following the correct path. It also shows the switch and pans over to the door it opens.
This not only shows the hazards of the area but also shows the player what direction they should take and hints what actions they should take to open the door.
After the camera matinee is finished and the player camera is returned to default they are free to move. The player can jump across the course in either 1st, 3rd or over the shoulder depending on what they find easier.
The first major hazard are three balls moving at different times threatening to knock off the player from a narrow walkway. A fixed camera switches the view to a far up top down perspective.
This camera was at first a side on view however players were getting confused with the controls and accidently strafing over the side. I thought of maybe disabling the movements keys except forward and back. Adding invisible walls on either side of the walkway and just having the balls insta-kill the player upon contact. I however prefered the player simply being pushed off as it’s scarier watching them fall. I instead simply adjusted the camera angle. If I was to keep the side on view however I would use blocking volumes to trap the player on a narrow path and disable the player keys (except W & S) in a similar way to how I disable the player movement at the beginning of each level.
After getting past the three balls the player must jump across three cubes. The centre cube has a large obstacle which moves up and down periodically threatening to crush the player.
This was really quick and easy to do. I simply set the matinee to play and reverse with a slight delay between it. This gives the player 3 seconds to jump before the cube comes down and stays down for another 3 seconds.
After getting across the player has the option to go either left or right. The camera matinee from the beginning of the level however guided the player to go right towards a switch. After walking across a narrow walkway the player is prompted to press E and the switch is activated.
This informs them with a text render that they’ve reached a check point and also opens up the exit.
The players camera is switched to a camera facing the door and the way towards the finish of the obstacle course is opened up.
This makes it clear to the player that they can now progress towards the exit. Upon opening the door however the narrow walkway that the player took is now set to rotate every 1.5 seconds. This makes the return trip considerably harder.
It rotates quite quickly and requires good use of timing and jumps to get across. This kills players quite a lot if they’re not used to the jumping. I placed this right after the checkpoint to make it less punishing.
Upon reaching the end of the game a simple switch prompts the player to press E. A congratulations message appears and after a few seconds the player is returned back to the persistant level where they can stop playing.
Here’s a short video showing a quick walkthrough of my level.