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Development Overview
Game Name: Fallout 4
Genre: Action
Engine: Creation Kit (Fallout 4)
Development Time: 10 Weeks (140 Man Hours)
Genre: Action
Engine: Creation Kit (Fallout 4)
Development Time: 10 Weeks (140 Man Hours)
BOSS FIGHTS
Boss Fights were the central focus in this level. The purpose of these fights were to reward players. Although, they went through several iterations before their final version. The reason behind that was understanding boss fights are more than just an enemy. Each room was tailored to a specific boss' fighting style and overall theme. While also keeping in mind the player's survivability. |
Sercan Boss Fight
This video shows off the first boss fight in Cruel Sanity against Sercan.
LEVEL LAYOUT - SERCAN BOSS FIGHT
- Sercan starts off near the back of the level facing away from the player. Originally, she started in the center but would attack players as they loaded into the level. In addition, having her away and facing the opposite direction helped with environmental storytelling. As in the right corner where she starts, is the remains of her dog that was attacked and killed by ghouls.
- Pillars and piles of boxes were used to help players with maneuvering around Sercan. These loops would help in putting an object or space between her and the player. Since this boss fight is straightforward, I wanted to help increase player survivability.
Ernaline boss fight
This video shows off the second boss fight in Cruel Sanity against Ernaline.
INSPIRATION - ernaline boss fight
When creating the boss fight for Ernaline, I wanted to make it similar to a survivor horror boss fight. I took inspiration from the William Birkin Boss Fight in Resident Evil 2 Remake. The player is constantly moving before they're able to get a shot off. This makes positioning a crucial part of the boss fight. That's something I wanted to replicate in the Ernaline boss fight because it keeps the player engaged. Although, the biggest part of survivor horror boss fights is the dealing of limited resources too. In Cruel Sanity, I supply players with ample resources at the start.
To bring a somewhat similar dread to the Ernaline Boss Fight:
To bring a somewhat similar dread to the Ernaline Boss Fight:
- Ghoul minions were added
- Radiation Hazards were added
- Ernaline's custom weapon deals radiation damage
- The fight itself takes place before the final boss fight
level Layout - ernaline boss fight
- Ernaline and the ghouls were placed away from the entrance to give players time to situate themselves. This was done to make sure enemies wouldn't attack players as they load into the level.
- Radiation Hazards are used to apply pressure and force players to move around the space. Specifically, to the outside as this is where some medkits, stimpaks and a shotgun weapon are located.
- Ghouls were added to force the player to move around but also help Ernaline as well. The player would have to focus on the Ghouls as well and not solely Ernaline. I didn't want to run into overwhelming players with an endless spawn of minions either. That's why I decided on adding just six ghouls.
Thana & Morrigan boss fight
This video shows off the final boss fight in Cruel Sanity against Thana & Morrigan.
INSPIRATION - thana & morrigan BOSS FIGHT
For the final boss fight in Cruel Sanity, I wanted the player to take on two at once. I was heavily inspired by the Rhino & Scorpion boss fight in Marvel's Spider-Man. Not solely because it pitted two against Spider-Man at once but because they could damage each other. I wanted to replicate that in Cruel Sanity because I found it rewarding. It's a cool gameplay moment that could wow the player.
However, it's very difficult and rare to pull off in Fallout 4. I had to run several tests and adjust stats to fix issues like:
I managed to get something similar to what happens in Marvel's Spider-Man but it's still a rare occurrence. Although, it's organic and does still offer that wow factor that I wanted originally.
However, it's very difficult and rare to pull off in Fallout 4. I had to run several tests and adjust stats to fix issues like:
- Stopping Thana and Morrigan from fighting each other directly
- Making sure the player wasn't completely overwhelmed
I managed to get something similar to what happens in Marvel's Spider-Man but it's still a rare occurrence. Although, it's organic and does still offer that wow factor that I wanted originally.
LEVEL Layout - THANA & MORRIGAN BOSS FIGHT
- Pillars, crates and boxes are were used to provide cover from Thana's shots and create opportunities to maneuver around Morrigan. Since this is the only boss fight that includes a ranged boss.
- Thana and Morrigan start off in the back room in idle animations. This gives the player plenty of time to prepare for the upcoming boss fight. In addition, it provided a nice introduction of the bosses as more than often Morrigan charges out the door. Although, this did come with issues of nav mesh (navigating) as the AI at times could get stuck. This led to one on one fights for a while instead of two versus one fight from the start.
- Compared to the previous two boss fight, this level didn't have many resources in terms of health and ammo. That was done to make the fight much more important and difficult. The entire quest is a gauntlet style challenge with each level becoming increasingly difficult. The player could end the quest whenever and could possibly not finish the final boss fight.
Scripting was huge part of making "Cruel Sanity" run smoothly. There were several things that needed to work:
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PLAYTHROUGH
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