Project Revolver Prototype
Project Revolver Prototype

    Details

  • Team size:

    Solo

  • Development time:

    December-Ongoing (Part-time)

  • Platform:

    PC

  • Genre:

    Survival shooter

  • Role:

    Game designer, Level designer, Scripting

  • Assets:

    Advanced Locomotion System V4, Blockout Starter Pack


Introduction

  • Goal

    With this project, I wanted to make a Survival horror game. The catch is that different enemies require different bullets that the player needs to manually reload into a revolver. I wanted to make a simple prototype for the shooting and then make a blockout. The main goal was to improve my environmental storytelling and scripting.

Gameplay

  • gameplay challenges

    My goal with the revolver mechanic was that players had to strategically choose which bullets to reload and in what order to prevent taking damage, in my first version, I made it so enemies die instantly while getting shot, which led to players reloading-> shooting ->shooting. instead of filling up the revolver and then killing the enemies

  • To fix this, I made it so the player had two different pistols: one revolver that broke the enemy shield and then one pistol to finish off the enemy. This worked a lot better.

Level Design

Timeline

Level design techniques

  • Landmark

    I wanted to have a clear objective at this level: Get to point b. Instead of it being told where to go I wanted to show It with visual language. By framing the main objective and lighting it up it sticks out from the rest of the environment.

  • Exploration in a small environment

    I wanted to create the illusion that the environment is larger than it seems. By rewarding exploration, Players will explore more corners of the level making the level feel larger than it actually is.

Encounter Design

  • I always want the player to be on the toes but not just throw in jumpscares. My goal for the combat was for players to quickly scan the situation and then make a decision based on it.

  • By letting an enemy come into the frame while the players are reloading the player has to reevaluate the situation and act quickly, Leading to a more intense combat encounter.

Conclusion

  • What I have

    Designing an entire prototype from scratch by myself has been an incredibly fun experience. I’ve taken plenty of shortcuts and focused on being as time-efficient as possible, avoiding anything that doesn’t directly contribute to the prototype. Working with ALS has been enjoyable, though far from smooth, as it’s not a system inherently designed for building.

  • Things to add

    Except for the obvious—animations, sound design, and improved enemy AI, and UI,—one thing to add is providing players with more options. For example, when a single enemy is closing in and the player has no time to reload, they could perform a high-risk melee attack. This move would eliminate the enemy instantly but come at a cost, causing the player to take damage in the process.

Link to full walkthrough: https://www.youtube.com/watch?v=gNVGJa-VAB8

Thank you for reading (◍•ᴗ•◍)