LEVEL REQUIREMENTS AND LIMITATIONS:
Students will be provided with a Modular Game Asset kit to create a Dungeon Themed Level in Unreal Engine. Students are encouraged to keep their level designs simple and manageable while including the required mechanics. Student levels may be linear or non-linear but must feature a way to win, a way to lose, and include the locations for the assets and mechanics in which the students will learn to create throughout the semester.
REQUIRED ASSETS/MECHANICS:
- The level must include a way to Win
- The level must include a way to Lose
- One or more Collision based Door
- One or more Collision based Treasure Chest
- One or more Collision based Locked Door (Requires a Key)
- One or more Collision based Locked Treasure Chest (Requires a Key)
- One or more Collision based Key Pick Up Locations
- One or more Collision based Health Pick Up Location
- One or more Stationary Enemy Turret
- One or more Rotating Enemy Turret
SYNOPSIS:
In my game, Oni and the Blind Florist, the main character is a demon, Oni, who has been trapped in hell in search of his human father, a blind florist who married a succubus. He was wrongfully sent to hell, and it is Oni's mission to find him.
The title of my game is a riff on the game titled, "Ori and the Blind Forest," and there is no correlation other than that.
This game serves as a comedic piece that does not take itself too seriously. I decided to go this route because this was my first time making a game, and I felt that creating a less serious experience would allow me to try out and test more interesting tools and mechanics without worrying about losing story immersion.
You start in "Demon Purgatory" where the devil yammers on about his terrible experience inside your father's floral shop which you had recommended to him. Through his complaints, the devil discloses that he sent your father to hell because he did not have any flowers capable of surviving the unbearable heat of hell's flames. This bothers you deeply because your dad is a nice guy, and he does not deserve eternal damnation. You need a way out and luckily there is a door with a big EXIT sign above it. Using your demonic deductive reason skills (not a real mechanic), you conclude that is the way out and smash through the door (collision-based door). You are now in hell and must immediately put up with Tezcatlipoca, an office demon who works the front desk. From his desk chair, he immediately recognizes that you should not be there and attempts to kill you with his demonic uncomfortably long stare (rotating enemy turret). You grab the skull (key) inside his desk drawer (treasure chest) and unlock the door (locked door) behind him. You pass through and are now inside a larger office space with a few cubicles. You also hear your father's faint, confused mumblings from a giant locked door on the other side of the room. There are a couple of other side doors in the room as well, one of them unlocked. You notice Jerristalkazar (demons call him Jerry) from HR is staring at you from one corner of the room. He (locked treasure chest) has the only skull that opens the door across the office and wants to trade - a skull for a skull. The cubicles also have tortured souls (health pick-up location) that are working their eternal lives away. The first and only unlocked door opens to a long plummet down to the depths of hell. There is no fall damage, so the player survives the fall and platforms up over demon lava while avoiding the burning gaze of demon gargoyles (stationary enemy turret). If the player falls into the demon lava or reaches zero demon health, the player demon dies (loss state). Along the way, the player picks up two skulls (collision-based key pick-up location) and reaches the backside of one of the doors in the larger office space. One skull unlocks the door, and the other is traded with Jerry. You now have a goat skull and unlock the giant locked door in the office, and your blind and strangely comfortable florist non-demon (human) father is there next to your succubus mother and the devil. They yell "HAPPY BIRTHDAY!" It was a surprise party, and you were working so hard that you forgot your own birthday (win state).
The game is playable by anyone, is winnable by anyone, and the entire runtime should last between five and ten minutes.
Jerristalkazar serves as the only quest giver in Oni and the Blind Florist. He is the first organic model I ever made and was challenging to put together in Maya. I did not use any sculpting tools for him, and despite inexperience, I feel he came out quite well. In the game, his head and body are separate entities, and he serves as a "locked chest" blueprint which gives a goat skull key when provided a skull key.
Jerristalkazar consists of three blueprint classes: one for his sound, one for claiming the goat key, and another for allowing access to the goat key.
The gargoyle is the second "organic" model I have ever made. Its blueprint serves as stationary turrets in this project.
The pendulum axe serves as an obstacle to the player. The axe head itself is used in both a pendulum axe blueprint and a spinning razorblade blueprint.
This is the first model I created for this project. It is not a blueprint and has no extra code attached to it, but I believe it is the most successful at what it is supposed to do: keep hell safe.
Some potions I made to help add variation to the library.
The exit sign is also not a blueprint and has no extra code attached to it, but perhaps is of equal importance to the wet floor sign in its function.
The ghosts serve as decorative pieces and simply float in and out of the library and birthday room.
The ghost blueprint consists of the ghost model and the spline it used to move.
The intern is essentially a health potion. Interns deliver 10 points of health upon hitbox overlap with the player character.
Tezcatlipoca is the first obstacle the player encounters. He is similar to the stationary gargoyle turret, however in this case he rotates towards wherever the player character is.
Tezcatlipoca's event graph has the same range, weapon, and tick functions as a stationary turret, however in this case I have added a Z-axis rotation function which follows the player as long as they are alive and in range. The turret can also be "killed," however instead of deleting the actor, I added a function that moves it elsewhere.
The locked door serves as an obstacle to the player, making skull keys the player's objective.
The skull key serves as the player's secondary objective.
The fireplace demon consists of many different bone models which I put together from the modular dungeon asset kit provided for this project.
The library demon also consists of many different bone models from the provided modular dungeon asset kit.