A first person melee combat experience
The Village Battle
Introduction
Taking inspiration from both dragon age and far cry, I created a first-person melee battle game focused on close combat and planning.
In this level, players must use their creativity to plan how to take out their enemies or move around.
Players have a little more freedom in this level. Resulting in different outcomes.
Summary
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Developed over a 4 week period
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Focuses on: Leveldesign, melee combat, planning and Environmental storytelling.
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Engine: Unreal Engine 5
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Assets used: Forsaken Template by Tony Palm
Note:
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Player character script was not made by me.
Overview / Pre-production
Overview
I made a lot of sketches and throughout the project I redid the sketch again since I didn't like the final result.
This sketch was made in plans to enter the main building in different ways and the player could choose to kill enemies or even take a way where they are using stealth instead of fighting.
References
This takes place in a fantasy forest and I took inspiration for a lot of magical atrifacts and ruins left from an unkown society. The player finds the sword on the planet and is the only thing that they can use to defend themselves.
Blockout to Whitebox
After making a large level, I realized that I had overscoped. The battle area became my focus in the end. As a result, I will explain and show most of the battle area. Rather than the entire level.
This is a comparison of some parts of the level before and after. The steps from a rough blockout to a refined whitebox showing the changes and cuts that were made during development.
Before
After
Final Overview
Gameplay & Multiple choices
There are multiple ways to play the level. The following are three examples:
The madman is a player who takes the main path and even takes the main entrance that is guarded. To survive, they must master the art of combat, but they will take the rough and most dangerous road.
Mad Man
Stealth
Stealth is a person who stealths its way to the goal. It's likely that these players will use the zipline or go underneath the building or climb their way in with minimal combat.
Non killers are similar to stealth players. But rather than killing their enemies, they will use distractions to distract them. For example, they might use a big bell to call all guards to a spot as they stealth their way in.
Distraction/ non-killer
Gallery:
Why was this a passion?
I was passionate about fantasy and environment story telling. Having a level with many ways to solve a puzzle or reach your goal is something I enjoy in games, so I wanted to make one with multiple ways to solve it. There is nothing more enjoyable than playing a game and then seeing a path or pattern of what you need to do.
By choosing melee, I force the player to get close and personal, which means there will be no cover between them like in many shooting games. Additionally, this forces the player to stop and think before they run.