Project Continuum
Project continuum Full walkthrough
"Project Continuum" is a sci-fi parkour platformer where players use abilities to rip through dimensions, freeze time and speed themselves towards the exit of a collapsing pocket dimesnion
try out the Game
here
READ THE GAME DESIGN DOCUMENT
Roles & Responsibilities
Game Designer
*Key Software used*
I worked on Project Continuum as a Solo Game Designer during all of development.
My Responsibilities and Contributions on this project:
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Developing and illustrating key gameplay mechanics and concepts to a client in the form of a Game Design Document.
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Establishing a Pre - Production Plan (Core Loops, Pillars, Development roadmaps).
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Design and Program all gameplay mechanics (Parkour Movement, Player Powers, Timers / Stopwatch).
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Devised and engineered a shop & upgrade system.
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Developed and programmed all UI elements.
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Established level design documentation and create levels within Unreal Engine 4
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QA Testing & managing peer feedback.
Pre-Production Documentation
Establishing Key game concepts
One of the key responsibilities I had as a solo developer was to establish a well laid out pre-production plan, So when it came to pitching to the clients I could illustrate key concepts to them while allowing me as a developer to refine scope and set a general direction for the game to go towards.
*Core Gameplay Pillars*
The first key area that I defined when design project continuum was the core gameplay pillars (Seen Above), I wanted to make sure that the pillars that I set out at the beginning of development where something that was achievable within the designated timeframe I had to create the project while still
After establishing the game's core pillars, I established what the game's core loop would be. The positive feedback loop worked to push the game to be replayable as the player would unlock new powers for completing levels faster and these powers would allow them to discover alternate routes and compete levels even faster.
key mechanics Developed
Parkour Movement
The core movement mechanics of this project allows the player to freely traverse the environment. It took a lot not to necessarily implement but rather a lot of tweaking movement values and playtesting to really nail down that player feel.
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*Parkour Component*
*Functions & Macros controlling movement*
The parkour movement itself is controlled within Unreal with a custom component. This allowed me to contain the code that controls the parkour system outside of the players event graph to keep everything clean, Each movement mechanic sliding, wall running, sprinting etc. is all controlled through functions and macros within a gate system in the movement component.
*Main Update controlling movement*
*Snippet of gate System within Wall Run*
This was probably the most complex system I had designed in Unreal to this point, and I was really happy with how I set it up as taking the time to be more efficient with my code allowed me to easily adjust values to improve game feel from feedback I received during development.
key mechanics Developed
Shop | Upgrade System
By far the hardest thing in designing this was trying to balance out how expensive each ability would be and I gave the values seen in game to each ability through how potent they were during playtesting at aiding the player
My thought process in designing this was that the movement abilities would be significantly cheaper to buy off the bat when compared to the utility abilities. This was so that with the added movement powers players could clear levels quicker and build up more points. With the movement abilities almost acting like a tutorial for the upgrade shop.
Player Movement Abilities
Blink / Teleport
Dash
Player Utility Abilities
Stop/freeze Time
Dimension Switch
The design idea behind having the player being only allowed one "utility" and one "movement ability" was so that players would make their choices of what to unlock based off of what they thought would benefit them most in each level, giving them a great level of customization and player control.
*Player Shortcut with use of ability*
*Player Path without use of ability*
Design Philosophy - Branching Paths
*Screenshot of Level 3 - Requiem*
The area marked with a waypoint on the above image is an area that is only accessible through the use of the either of the movement abilities. Adding this shortcut into this particular level was my attempt to really nail home the reward the player would feel by getting to this shortcut through the abilities they have bought and their ability to figure out how to get there.
The above videos showcase how in gameplay a player can cut out certain sections through creative decision making and through the use of abilities which allow them to reach areas they areas they would not be able to access without certain abilities equiped.