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Project Name:

It Takes A Showcase

My Contribution:

Level Design, Set Dressing & C++ Scripting

Project Info

Team Members

1 (myself, solo project)

My contribution to the project

Level Design, Set Dressing & C++ Scripting

Time To Complete

1.5 weeks

Year

2022

Genre 

Platforming, puzzle, co-op

End Goal

Complete a playable level

Tools Used

Unreal Engine 4, Visual Studio

                                        About The Project

"It Takes A Showcase" is a platforming co-op game where the two players have to combine their mechanics in order to solve puzzles and progress through the level and reach the goal. 

The end goal is to reach the castle.

 

The castle is visible as a landmark at the start of the level to help guide the players to the goal.

                              

Project Info
About The Project

                                        Project Showcase

My goal for this project was to challenge myself and design a similar level and mechanics

akin to the the game "It Takes Two".

The whole project is made from scratch by myself from a blank project to fully playable level using Unreal Engine 4 and various 3D models.

 

Player mechanics and movement is scripted in C++ with some features extended in blueprints inheriting from the C++ class. 

The gifs are showcasing the end result of the completed project as seen below:

It_takes_a_showcase_gif_1.gif
It_takes_a_showcase_gif_10.gif
It_takes_a_showcase_gif_2.gif
It_takes_a_showcase_gif_8_MAKE_BRIDGE_TRIMMED.gif
It_takes_a_showcase_gif_5.gif
It_takes_a_showcase_gif_3.gif
Project Showcase

                                            Level Layout

The players goal at the start is to get to the castle. 

The castle can be seen at the start of the level guiding the players to the goal.

The players will be gated by a door at the start to ensure that they learn their respective mechanics and then combine their mechanics in order to break through the door at the start.

A visual image of the level layout can be seen below:

description image.png
Level Layout
Level Walkthrough

Level Walkthrough

1

Part_1.PNG
Gif_It_Takes_a_showcase_onboarding.gif

Onboarding at the start of the level is in a safe space

with no enemies.

Teaching the players the co-op shoot and explode mechanic. Gating the players until they learn by having a blocking door they need to destroy together.   

2

player_guidance_door_2_LINES.PNG
first_breakable_door_WITH_LINES.PNG
It_takes_a_showcase_gif_8_MAKE_BRIDGE_TRIMMED.gif

Since players previously learnt that certain objects can be destroyed. They might notice the familiar color and pattern of the door on the cube.

The will have to reuse the previously learnt mechanic to destroy the cube in order to create a bridge that they later walk on top of to progress to the next area of the level. 

3

Part_3.PNG
It_takes_a_showcase_gif_10.gif

One player needs to constantly stand on top of the platform as seen above for the cubes to appear. 

While one player stands, the other player can jump on top of each cube until they reach the next area of the level. How the other player that stands on the platform reaches the same area can be seen in the image below.

4

Part_4.PNG
It_takes_a_showcase_gif_5.gif

When the other player has jumped on top of the cubes and reached the next area. Another platform can be found as seen in the image above.

This platform enables the other player to be "escorted" to the location of the player that is pressing the platform by jumping on top of the balloon.

 

Afterwards both players are reunited and can progress to the next part of the level together.

5

Part_5.PNG
It_takes_a_showcase_gif_2.gif

At this area the players learn the climbable wall mechanic. Which means that the players can shoot the dots at the green board as seen above in order to make a climbable wall.

 

The objects next to the wall are angled towards the green board to help draw the attention to the board.    

6

Part_6.PNG
It_takes_a_showcase_gif_3.gif

As seen above is the same blocking door obstacle seen in the first part of the level. The roof is a different color to give some variety. 

The reason for reusing this blocking door is to gate the players from entering the house until both players are present at the door. 

Since the first enemy encounter will be present after this area both players need to be close to each other before entering the door. 

 

And since both players need to combine their mechanics to break the door, reusing the blocking door gates both players until the door is destroyed. 

Preventing one player to encounter an enemy without the other player being present.

7

player_guidance_first_enemy_encounter_4.PNG
It_takes_a_showcase_gif_7.gif

After destroying the blocking door the first enemy encounter will show up.

 

Both players are needed to defeat the enemies since they have to combine their mechanics by one freezing the enemy and the other exploding the enemy once it has been frozen.

8

Part_7.PNG
It_takes_a_showcase_gif_4.gif

After defeating the enemies the players are presented with a recurring puzzle (the make bridge puzzle) as seen above. 

To increase the difficulty however, the puzzle is a bit elevated and it also mixes things up by adding more verticality to the level.

There is also a bit foreshadowing of the castle end goal by adding a castle tower as seen in the screenshot above.

 

It suggests to the players that they are moving at the right direction. 

9

Part_8.PNG
Gif_It_Takes_a_showcase_draw_the_dots_2.gif

The "draw the dots" green board is reused but this time with increased difficulty of having the player jump further and higher than before.

10

Part_9.PNG
Gif_It_Takes_a_showcase_destroy_last_door.gif

Since a second enemy encounter is going to occur after walking through the door. Gating with a blocking destructible door is reused again.

 

However, the difference here is that the house has the same colors as the castle, hinting to players that they are very close to the goal which is to reach the castle. 

11

final_enemy_encounter_shooting.PNG
It_takes_a_showcase_gif_9.gif

The second and final enemy encounter in the level. This time the enemies are 3 instead of 2 for subtle increase in difficulty. 

12

Part_10.PNG
Gif_It_Takes_a_showcase_ending_area_vista.gif

After defeating the final enemies the players can see how far they have come by looking down while standing at the edge. 

 

The starting area where the players began is clearly visible as seen in the screenshot above.

 

The level is designed with being able to clearly see in a visual way how far players have gone from the starting area in almost all places of the level. 

 

This design approach will give players a clear visual of progress throughout the level.

13

Part_11.PNG
Gif_It_Takes_a_showcase_final_door_destroyed_END_GOAL_REACHED.gif

In the screenshot above the final castle goal is reached.

 

Players by now are well familiar with the colors and the pattern of objects that are destructible.

 

They only need to band together one last time and combine their mechanics to destroy the door and complete the level. 

First Iteration Of Project

(Prototyping Game Mechanics)

                       

Before creating the blockout of the level I started with prototyping the mechanics for both players.

 

The reason for this is because the mechanics and level design of this project are closely working together with each other and to create a good level that would utilize the mechanics I needed to have the mechanics ready first. ​

Each gif showcases all the mechanics utilized in the level design of this project as seen below:

First Iteration
It_takes_a_showcase_gif_mechanics_1.gif
It_takes_a_showcase_gif_2.gif

Climbable Wall Mechanic

One of the players can make a climbable wall by shooting at the wall.

It_takes_a_showcase_gif_mechanics_2.gif
It_takes_a_showcase_gif_3.gif

Destructible Wall Mechanic

One of the players freezes the wall by shooting at it.

The other player explodes the wall by shooting at it once it has been frozen.

It_takes_a_showcase_gif_mechanics_3.gif
It_takes_a_showcase_gif_8_MAKE_BRIDGE_TRIMMED.gif

Make Bridge Mechanic

One of the players freezes the object holding "the bridge" by shooting at it.​

The other player explodes the object by shooting at it once it has been frozen.

When the object holding "the bridge" is destroyed "the bridge" falls down and the players can move on top of it to progress to the next part of the level. 

It_takes_a_showcase_gif_mechanics_4.gif
It_takes_a_showcase_gif_10.gif

Double Jump Mechanic

Both players can double jump.

Second Iteration Of Project

(Prototyping Level Layout)

                       

With the mechanics done. I had a foundation to base my level design layout on.

I started drawing the level layout in 2D first to get a quick sense of how the level should look like.

A screenshot of the level layout in 2D can be seen below:

Level_Layout_2D.png
2D_Layout_Text.PNG
Level_Layout_2D_description.png
Second Iteration

Good Use Of Verticality

I designed the level to have a good use of verticality.

 

The reason for this is because the level is short. And if lots of verticality is used, it will make it easy for the players to feel a sense of progression, since the level is constantly moving upwards in verticality.  

The verticality also helps utilizing the mechanics used in the level.

Third Iteration Of Project

(Blockout Of Level)

With the planning of the level layout done I started doing the blockout of the level

using the 2D layout as a reference when building.

Upon play testing I discovered a problem of a recurring puzzle

that was repeated too close to the other recurring puzzle. 

I solved it by switching places with two puzzles to avoid that repetition.

The solution can be seen in the screenshot below:

blockout_issue.png

BEFORE

solution_final.png

  AFTER

Third Iteration

Fourth Iteration Of Project

(Finalizing The Level)

After doing the blockout and playtesting the level I started finalizing the level with art assets.

Every 3D model is manually placed one by one by myself.

A total of 46 3D models were used (some are instances of the same 3D model).

All the 3D models used and the end result can be seen in the screenshots below:

ASSETS_OVERVIEW.png
overview of level.png
HighresScreenshot00000.png
HighresScreenshot00001.png

46 3D models were used to create the final level 
every model is placed one by one manually by myself

Fourth Iteration

(Player Guidance)

Landmark Goal

To help guide the players to the goal (castle), the castle landmark can be seen throughout the level in different angles.

This enables the players a clear view of the goal throughout the level.

As seen on the screenshots below:

level design landmark_pic_1_framed.PNG

Landmark goal

level design landmark_pic_2_framed.PNG

Landmark goal

level design landmark_pic_3_framed.PNG

Landmark goal

level design landmark_pic_4_framed.PNG

Landmark goal

Landmark Goal

(Player Guidance)

Foreshadowing Landmark

To help indicate to the player that they are near the goal (castle).

Players will at a point in the level walk past a foreshadowing landmark.

 

A visual representation can be seen on the screenshot below:

level design landmark_pic_5_framed.PNG

Foreshadowing the castle to hint to the players
that they are near the goal

Foreshadowing Landmark

(Player Guidance)

Designed To Give A Clear Visual Of Progress

                         

The level is designed to be able to see the starting area throughout the progression of the level.

This in turn will give players a clear visual of progress when moving further away form the start area of the level.​

The screenshots below showcase how the level is designed to give a clear visual of progress:

clear_progress_visual_feedback_2_TEXT.PNG
clear_progress_visual_feedback_3_TEXT.PNG
clear_progress_visual_feedback_4_TEXT.PNG
clear_progress_visual_feedback_5_TEXT.PNG
clear_progress_visual_feedback_1_TEXT.PNG
Clear Visual Of Progress

(Player Guidance)

Utilizing Light To Frame The Objective

The lamp is shining light at the door to help draw attention to the door.

The light emitting from the lamp frames the door

suggesting to the player to interact with it.

 

Seen in the screenshot below:

foreshadowing castle landmark (final)_TEXT.PNG
Utilizing Light To Frame Objective

(Player Guidance)

Teaching Players The Mechanics

The onboarding at the start works by gating the players by placing a door that needs to be broken in order to progress.

The reason for gating the players is to ensure they learn how to combine their mechanics before progressing through the level.

To break the door. The players need to do the following:

One player freezes the door by shooting at it.

The other player explodes the door by shooting at it after the door has been frozen.

The players learn two things after this:

1. That they need to cooperate in order to progress.

2. That they can explode/destroy certain objects.

A visual representation of what has been described above can be seen below:  

learn_first_mechanic_1.PNG

One player can freeze the door

learn_first_mechanic_2.PNG

The other player can explode the door once it has been frozen

learn_first_mechanic_3.PNG

After this has been done the players have learnt how they need cooperate in order to progress to the next part of the level

Teaching Players The Mechanics

(Player Guidance)

Using Familiarity To Guide Players

The first puzzle and the second puzzle has the same color patterns.

 

This helps the players to familiarize themselves with objects that are destructable.

The above mentioned can be seen in the screenshot below:

player_guidance_door_1_LINES.png

The first two puzzle objects have the same color patterns to help familiarize the player with objects that are desctructable

player_guidance_door_2_LINES.PNG
first_breakable_door_WITH_LINES.PNG
Using Familiarity To Guide

(Player Guidance)

Using Contrast To Guide Players 

To help draw attention to the cube puzzle I used strong contrast in colors. 

 

The white color on the ground helps giving strong contrast to the button.

One player needs to stand on top of the button for the cubes to appear, meaning that both players need to cooperate in order to progress.

Below is a visual representation of the puzzle through the screenshots below:

player_guidance_button_1_LINES.PNG

The white ground helps to contrast the button to make it stand out

player_guidance_button_2_LINES.PNG

One player needs to stand on top of the button to make the cubes appear.
The icon on the button reinforces the connection
between the button and the cubes

Using Contrast To Guide

(Player Guidance)

Using Colors & Shapes To Guide Players 

The button connected to the balloon has a balloon icon

suggesting to the player that the button is connected to the balloon.

The button and the balloon is also using similar colors

to help suggest the connection between them.

When pressed down the balloon will escort the other player.

The gifs below demonstrate the above mentioned:

It_takes_a_showcase_gif_5.gif

The balloon escorts the other player
so both can progress to the next part together

player_guidance_button_ballon_1_NEW.PNG

(Player Guidance)

Using The Environment To Guide Players

The text "draw the dots" ​

hints to the player to shoot along the dots line.

When the player shoots the dots a climbable wall will be created.

Below is a showcase of the above mentioned:

player_guidance_make_wall_1_WITH_LINE.PNG
It_takes_a_showcase_gif_2.gif
Using Colors & Shapes To Guide
Using The Environment To Guide

(Player Guidance)

Using Object Angles To Guide Players

The text "draw the dots" ​

hints to the player to shoot along the dots line.

When the player shoots the dots a climbable wall will be created.

Below is a showcase of the above mentioned:

player_guidance_make_wall_3_LINES.PNG

The objects are angled toward the "draw the dots" board to help guide the players to the objective (the board)

Using Object Angles To Guide

(Player Guidance)

Using Recurring Puzzles To Avoid Overwhelming Players

The "break door" puzzle is reused instead of a new one

to avoid overwhelming the players with too many new elements at once.

Both players are needed to break the door gating any player

so no player will be left behind.

The screenshot below showcases the door gating players:

player_guidance_make_wall_4_LINES.PNG

Both players are needed to break the door
gating any player so no player will be left behind

Avoid Overwhelming Players

(Player Guidance)

Teaching Players To Cooperate During First Enemy Encounter

During the first enemy encounter the players learn

to cooperate during combat.

One player can freeze the enemy.

The other player can destroy the enemy once it has been frozen.

The screenshots below gives a visual representation of the above mentioned: 

player_guidance_first_enemy_encounter.PNG

Both players are needed to defeat the enemies

player_guidance_first_enemy_encounter_4.PNG

One player can freeze the enemies 

player_guidance_first_enemy_encounter_3.PNG

The other player can destroy the enemy once it has been frozen 

Teaching Players Cooperation

C++ Code Player Character (Github Links)

Below are links to the C++ code for the players characters. 

I wrote the code from scratch using a blank C++ character class in Unreal Engine 4.

Both characters in the game inherit from this C++ class.

C++ Code Player Character
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