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IN-DEPTH LOOK: Tutorial Area

SUMMARY

The tutorial Area in Vestige is the first zone of the game. Making a tutorial level was a real challenge, and required a lot of iterations to achieve a satisfying level flow and a correct difficulty curve. This level teaches in order:

 

- Basic movements (Jump & Dash)

- Simple puzzles 

- Locked door system

- Collectibles system

- Combat system

- Healing System

GOALS

The main objective of the first map is to teach the basic mechanics of the game. We wanted to make a tutorial that doesn't feel like it holds the player's hand too much. The critical path is straightforward, but the level still allows for some exploration and secret collectibles.

 

 

Pre-Production

Documentation

We started by drawing a flowchart for the main pathing of the game. We had to make some cuts because of the time limit, but overall we respected this plan for the whole project.

 

We also found some inspiration for the look and the feel of the level.

Organization

We used Jira for the organization of our deadlines and to keep track of the numerous tasks that needed to be done.

 

For Source Control, we used GitHub. It made it much easier for pulling and pushing content. To avoid pushing errors, we had to have great communication throughout the project.

Production

Greyboxing

It was now time to start the production of the tutorial level. I started with the Greyboxing of the whole zone using unreal's BSP system. 

Creating a level that teaches the mechanics without feeling held by the hand was a real challenge. 

 

Set Dressing

Once the grey boxing was locked in place, I proceeded with the Set Dressing. I had lots of fun placing the assets in creative and artistic ways.  

 

I also worked on the lightning of the level, particle effects, decals, and more.

 

Teaching the Mechanics

It was important to teach the main mechanics progressively and interestingly. Knowing this, I took much of my time working on level flow and difficulty curves in order to keep the player engaged.

The first real challenge teaches the basic jump. Very straightforward.

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A longer jump is followed, teaching the mechanic of Dashing.

Next, four jumps with different elevations and distances are taught the tap jump and hold jump. The needs to be destroyed, and a prompt appears to teach the attack button.

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This next challenge is to inform the player of environmental mechanics. After some jumps, a pressure plate opens the door and closes after a delay.

Same challenge, but the door closes way faster. The player learn that he/she must dash at the right time in order to traverse.

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Finally, this next section teaches to jump dash while in the air. The jump is too far without dashing.

The level continues with this difficulty scaling and flow in mind. So far, within approximately 5 minutes of gameplay, the player knows how to :
 

- Jump (Hold and Tap)

- Dash (From the ground)

- Jump Dash

- Attack

- Timed Events

more to come!

 

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