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The Old Temple

   This project I had to go through the lengthly process of designing a level.  I happened to use UDK, as that is what I was familiar with at the time. I decided to come up with a dungeon level for one of my concepts that I had come up with earlier in my schooling.  That concept was Utopia Has Fallen.

The Design

Utopia Has Fallen

The Old Temple

 

GameType:

   Utopia Has Fallen is an action adventure game much like the Legend of Zelda. There is a major city which acts as a HUB for the adventurer Kex. The world will be an open world littered with goodies to find and a vast set of enemies to defeat. Challenges await at every corner and mysteries to solve. The levels are dungeons and caves scattered across the land which the player will conquer in order. In fact some of these levels are connected in a certain way. Kex will not be able advance without a certain ability or item. This will make the game also feel like a Metroid game where the player will have to return to certain areas with an upgrade to advance further in that level.

   The game will have a linear story line for the game to have a easy story to follow. The reason for this is that this game will be more for the younger gamer or a more general audience. Humor, language, and action will be made simpler and lighter so that it's acceptable for all ages to play.

 

   The engine that will be used here is UDK for it's great lighting effects. While the tone will be simple, great lighting will make colors pop more for a more fun look. Also to set the mood for the story that will be told. It also the only engine I know how to build well for at the moment.

 

 

Story:

   The main plot of Utopia Has Fallen follows the adventure of Kex, a young man that comes down to the earth's surface from his utopian sky city above. The city is being attacked by an alien race and all it's inhabitants are doomed to perish.

   Kex learns about an ancient robot that was used to ward off a powerful adversary. Robot technology has advanced, but laws prohibit a robot from having to much intelligence. The robots of old had the capabilities to act as humans, but due to certain fears the laws to limit robots' capacity to think and feel were put into effect. With an ancient robot's help Kex will have a chance to drive back the alien force that is a threat to his people.

   The people of the earth's surface are not fond of people from the utopian city. Kex has to earn their trust. He does his best to be kind and protective.

 

   The story is kind of simple, because this is a game for everyone 10+. This game will have some simple humor that all ages can enjoy. Much like a fun family movie.

 

 

Level Story:

   This level will take place towards the beginning of the game. I guess it would be more like a level one. The player is told that the instructions for creating the super robot are hidden in an old temple at the edge of the land. You see the story take place on the edge of the country he lands in. The old temple is at a cliff which also has a small building on a small island.   The small island is behind the temple on the cliff. Why the records were kept here is because people were forgetting more and more about ancient technology and how to operate it. Only those that can figure out the mysteries and puzzles of the temple can reach the ancient records.

 

   The end of the level will be on the island where Kex finds the ancient records. Only the records are not documents, but an artificial intelligence. In the image of a hologram stemming from a small device. Kex learns about the way that he is to make the robot from this artificial intelligence. Kex is told to take the hologram with him as a companion.

 

   There will not be really any story elements other than what is mentioned within the level. This is to keep the level simple as it is the first one and not to confuse younger gamers.

 

 

Gameplay:

    • Main Objective – The main objective for this level is to get through the level and get the instructions to build the ultimate robot.

    • There will be a series of switches and locked doors to pass through. There will be a bit of backtracking as some switches will activate switches in earlier parts of the level.

    • The Switches – On the concept map there are switch levels labeled S1, S2 and so on. Here is an explanation of what they do.

      • S1 – The first switch opens the front door. There are two towers, each having their own switch to open the door. Both are needed to open the door, but one has already been pressed by a downed robot, so the player just needs to press the other one. An electric beam is stretched from the towers to a reactor above the front door.

      • S2 - Makes a bridge appear so that the player can cross to the left side of the room over the gap.

      • S3 – brings down a key to open the door

      • S4 – drops a sack of MONEY

      • S5 - Activates the elevator. Broken in two parts. The switches are in the next room and both need to be pressed to activate the elevator. A symbol will be used to show that those switches will be the ones to activate the elevator. The symbol will be shown above each switch and above the elevator itself. These are wall switches the player will have to activate with the action button.

      • S6 – Activates the bridge to get to the last part of the level and the door to get to the bridge. These switches will turn on when the player steps on the red plate (doesn't have to be red). These are also wall switches and there will be light indicators in the same room for each switch. When the player activates the switch for it's light and part of the bridge is activated, the light will turn on and the piece of the bridge will move. The switches will be found throughout the level with a symbol above them like S5. They just can't be activated until the player hit's the red plate. A small beam will shoot out of the switches to show that they are ready to be activated.

    • Critical path – Despite the backtracking in this level it will be very linear. The player must first open the front door and enter the main room. The player must then enter the top right door to the courtyard, get the key there, and then go through the bottom room and hit the switch. The player must then go to the left side and go down stairs. At the downstairs the player needs to activate the switch to get the key to open the door to the midboss. Defeating the midboss will open the top door on the first floor. The icon of the monster face will show that this action will correspond to the door on the first floor. The player must used the stairs on the right to go to the first floor.

   

   The player will from here travel through the tunnel to the next part of the building. Doesn't need to be nearly as long as indicated on the concept map. After that the player needs to go into the room with the two switches for the elevator and activate them both. There will be a platform that moves around for the player to move to the platforms with the switch. The player will then ride the elevator to the top floor to activate the plate for the last switches. After the switches are activated and the bridge is put together the player can cross to the final boss, defeat him and then proceed to the top and claim the prize. The building where the boss and prize are on a separate island from the first part of the level.

    • Enemies – Here are the standard enemies we have for now.

      • Regular Fighting robot – Robot with a gun and a laser sword. Fights with sword when the player is close enough.

      • Flying Robot – A robot that flies around and shoots at you.

      • Snake Robot – A robot that slithers around and spits fire.

      • Boss and miniboss not determined yet. But they are robots as they are the only guards at this location.

    • This level will be the first level so it's not going to be too difficult.

 

 

Visual and Audio:

    • Music – The music of the level will be an ambient tune that is soft and a little eerie.

    • Switch sound – A short chime will sound off when a switch is activiated

    • Enemies – Clanking will be heard when the robot is moving around and hits the floor or walls. Laser sounds for when it shoots at the player.

    • Door and other moving parts - Grinding noises and things of that nature when doors open and the bridge moves.

    • The Appearance – The level will look like a white building built out of white tile and brick. There will be some parts out doors where the ground is grass. Because of it's old nature some grass patches will be growing indoors. The level will be lit by the outside sunlight with it's many open windows. There will also be torches to light some areas, especially underground. The level will not be too dark though so the player can see what they are doing. To show off what I mean here's some images from the Shrine of Shirley in the Legend of Dragoon. Lighting resembles what I will be aiming for. Just that the level may not be as decorated. But the bricks and tile layout is something I'd like to emulate.

 

      • In the tunnel part of the level, where the player passes through the door activated by the midboss's defeat, it really will be indoors.

      • In between the first building and the second one where the boss is, there will be a an outdoors space with the sea below. A deep drop.

      • The outdoor space where the robot snake is, has a small stream going through it. This is something the player can walk through.

    • This will be during the day.

    • This level will be an ancient building with ancient technology. The people who hid kept the instructions to build powerful robots here because they believed people would not be able to figure out the ancient technology.

Shrine of Shirly from The Legend of Dragoon

Sony Computer Entertainment

Asset List

Materials and Textures

 

  • Floors: The floors will be generally a tile or cobblestone. Grass may have grown through some of the the stones inside due to the age of the building and that it isn't worked on. This can either be done by building a texture with some grass look, or can randomly place grass patches on the tile. Outside will all be grass though.

  • Walls: All white brick. Some moss may be growing on them. Would have to make a material for the moss if we were to do that.

  • Switches: Something in the standard UDK assets might be used for these.

  • Torches: Don't know how I'm going to create fire, but will need to build a torch. There is one in the UDK assets, but it's not the same. Might be able to combine some static meshes though to make it look the way I want it.

  • Enemies: There is a robot footsoldier looking thing in the UDK assets. Can use that for the basic robot enemies, but the other two and the bosses I have to think of their design and make them. For the flying one it'll be something like a ball that shoots and hovers with a propeller.

  • Animations: All done with the kismet, and will be just like simple moving animations of doors, the bridge and so on.

  • Lighing: Will use the daytime template to do the lighting from the outside. Point lights for the torches inside. Directional lights might need to be used to make sunbeams through the windows.

  • Switch indicators – There will be icons and designs to know that certain switches and actions open certain doors. Those designs will be 2D images to place as a material on the walls.

Features List

Even though it was typed into the Design Document here are the switches.

    • The Switches – On the concept map there are switch levels labeled S1, S2 and so on. Here is an explanation of what they do.

      • S1 – The first switch opens the front door. There are two towers, each having their own switch to open the door. Both are needed to open the door, but one has already been pressed by a downed robot, so the player just needs to press the other one. An electric beam is stretched from the towers to a reactor above the front door.

      • S2 - Makes a bridge appear so that the player can cross to the left side of the room over the gap.

      • S3 – brings down a key to open the door

      • S4 – drops a sack of MONEY

      • S5 - Activates the elevator. Broken in two parts. The switches are in the next room and both need to be pressed to activate the elevator. A symbol will be used to show that those switches will be the ones to activate the elevator. The symbol will be shown above each switch and above the elevator itself. These are wall switches the player will have to activate with the action button.

      • S6 – Activates the bridge to get to the last part of the level and the door to get to the bridge. These switches will turn on when the player steps on the red plate (doesn't have to be red). These are also wall switches and there will be light indicators in the same room for each switch. When the player activates the switch for it's light and part of the bridge is activated, the light will turn on and the piece of the bridge will move. The switches will be found throughout the level with a symbol above them like S5. They just can't be activated until the player hit's the red plate. A small beam will shoot out of the switches to show that they are ready to be activated.

 

And here's the enemies

    • Enemies – Here are the standard enemies we have for now.

      • Regular Fighting robot – Robot with a gun and a laser sword. Fights with sword when the player is close enough.

      • Flying Robot – A robot that flies around and shoots at you.

      • Snake Robot – A robot that slithers around and spits fire.

      • Boss and miniboss not determined yet. But they are robots as they are the only guards at this location.

 

And last but not least, warp points. The warp points appear at the beginning of the level when the player activates them in the later parts of the level. The color matches where the warp will take them.

Here is the map done in Adobe Illustrator. I first made it on graph paper to get some proper dimensions.

These Images were used to clarify what some of the parts would look like in more of a three dimensional view.  I was also working with someone else was building the level, so these were also created to help him see what I was thinking.

The Entrance

Bridge to Last Room

The Final Room

Some Hallways

Since I had someone helping me build the level, I took the class time to create some enemy art assets instead of just using the standard ones that UDK offers.  I also created some doors and switches.  I only have pictures of the enemies though.

 

Standard Enemy

 

Standard Flying Enemy

 

Some Snake Enemy

 

MidBoss

 

Boss

 

Here is the video presentation for the level.

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