Stranded Factory Hazard Notes
The main feature of my level was giving players environmental objects to use as hazards against enemies. The hazards had to be objects that would appear in a factory and were conveniently placed over emergence holes to seal them quickly.
Purpose of Hazards
In the game Gears of War the enemy, known as locusts, can emerge from anywhere underground via emergence hole. A standard gameplay mechanic is for the player to close or seal an emergence hole quickly by throwing a grenade in it. Emergence holes also close on their own if all of the spawning enemies from that hole were killed.
The two hazards in Stranded Factory were designed as convenient alternative to throwing a grenade in an emergence hole. A player could shoot a hazard object and then watch as the hazard fell in and sealed the emergence hole for them. This created new tactical options and added a new form of interactive gameplay to a Gears of War level.
Hazard Objects
The first hazard object is an engine block hanging vertically from a crane over the first emergence hole. Shooting the engine block with a few shots will make it sway and creak before falling into the emergence hole.
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Hazard object two is a metal panel leaning on a propane tank that is laying horizontally on a crate next to the second emergence hole. With a few shots the metal panel will fall and the propane tank is free to roll into the emergence hole.
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Function of Hazards
I wanted to minimize the ways a player could improperly use the hazards. The design goals for these hazards were as followed:
- Make sure player can't use hazards before a designated time
- Communicate the hazards location and activation method to players
- Have a way for players to activate the hazards
- Show hazard properly falling into emergence hole
- Properly seal emergence hole underneath the hazard's location
- Make sure player can't use hazards after a designated time or condition
The orange flashing texture and bright floating targets were designed to catch the player's attention while in the middle of a chaotic fight with the enemy. This helped to communicate the hazard's location and the designated time to activate the hazard.
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The floating targets were placed to communicate that shooting the hazard is recommended. If the emergence hole below the hazard was not open or was closed by other means, then the hazard wouldn't flash and the floating targets would disappear.
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If a player decided to damage the hazard with any weapon, then the hazard would become active. After activation a Matinee animated sequence would play causing the hazard to fall into the emergence hole.
(See details on Kismet Notes) |
A dummy fire Kismet scripting node generated and dropped a grenade into the emergence hole before the hazard fell. Dropping the grenade was timed precisely so that it would explode shortly after the hazard fell in. This made the explosion appear to be caused by the hazard and the emergence hole was sealed instantly. Any objects used to make the hazard appear dormant would be removed from the level at this point.
(See details on Kismet Notes) |
Kismet was also setup to replace the blinking hazard with an identical dormant hazard object if a player decided to close the emergence hole without using the hazard. (See details on Kismet Notes)
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