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Combat arena blockout

Here is my combat arena design homework for the XYZ School OutBlock course.
Genre: Third-person stealth action

The goal of the level: To get out of the seaside town captured by pirates.

There are many options for completing the level. Since the controller has hidden mechanics, you can complete the level without being detected. But there is also an opportunity to switch to aggressive gameplay and kill absolutely all enemies.
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Features and Limitations:
Important: the approximate passage time of an average player is ~ 15-20 minutes maximum for the entire level.
There are no restrictions on the size of the location, as well as on the number of bots.
There are no restrictions on the scenes used from null triggers/assets.
This is a pure lockout - any art and light is prohibited. (only the strange setup of the Sun + the gradient of the environment).
Any custom scripts / animations / 3d models / sounds are prohibited.

The level was developed using Unity using a prototype controller from XYZ schools.

Gameplay walkthrough.

Combat Design - create a combat-level block consisting of 3 main parts.
1. Traning zone
2. The universal arena
3. The final arena

Combat Design - create a combat-level block consisting of 3 main parts.
1. Traning zone
2. The universal arena
3. The final arena

Brief training through gameplay - "one-time" combat situations are allowed here. Important - the following parts of the level should consist only of those mechanics that are in your training.

Brief training through gameplay - "one-time" combat situations are allowed here. Important - the following parts of the level should consist only of those mechanics that are in your training.

 The universal arena is a "control task" for the player testing his skills after training.
It is these arenas that are the foundation of future combat zones.

The universal arena is a "control task" for the player testing his skills after training.
It is these arenas that are the foundation of future combat zones.

The final arena is a more complicated combat zone.
Important: there must be 2 different starting entrances to this arena
(those in front of the arena need a fork).

The final arena is a more complicated combat zone.
Important: there must be 2 different starting entrances to this arena
(those in front of the arena need a fork).