Scripted Adventure Level Scripting
This is a level with the goal to create a "scripted adventure" level for a fictional game. After finalizing a design document and Whitebox layout in Maya, I created a puzzle-based level. The player is in an abandoned jail and must find their way out. Additions were added toward the end of development to extend playtime and better feature the unique "Player movement mechanic" (PMM) called "Augmented Leap. The level only contains Whitebox art and has floating text prompts explaining aspects of the map.
Level Function
The basis of this level is a riddle-solving scavenger hunt with a parkour puzzle to escape the level. The player must collect 3 sheets of paper hidden around the map, with the riddles on the board giving hints to the player as to potential locations. The original idea was to have the player decipher strings of binary that are on these paper sheets and put them in order to access the upgrade station - unlocking their PMM. This idea was later simplified based on feedback.
The Map
Scripted Elements
- (A) Riddle Board Prompt/Inspect Feature
- (B) Binary Sheet Pickup & Tracking
- (C) Upgrade Console Logic Check
- (D) Augmented Leap
- (E) Jump Puzzle Timer
(A) Riddle Board Prompt/Inspect Feature
If the player is in the collision box, display the prompt to interact and read the board. If the player is not or no longer in the box, hide the board.
Because the Riddle board is toggleable as an input, display the board if the player presses "I". If "I" is pressed again or the player walks outside the collision box, hide the board.
(B) Binary Sheet Pickup & Tracking
The Binary Sheet collection part of the level uses an interface to communicate between the player character and the widgets/blueprints for the RGB sheets themselves. This controls both the status of the sheet (collected or not) and the destruction of the actor to remove it from the level physically (collecting the sheet). Once a sheet is picked up, its Boolean value is set to true.