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Dying Light Level | Underground Facility

Development Information
Game: Dying Light
Engine: Dying Light Dev Tool
Genre: First Person Shooter
Development Time: Apx. 80 Hours

Responsibilities

  • Concept and Documentation

  • Whiteboxing and Scripting

  • Dialogue design

  • Gameplay Iteration

  • Final Implementation

  • Aesthetics

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design document

Level Overview

“Underground Facility” is a single-player level built for Dying Light. It is a stand-alone level, start at an Underground facility and end at a boss fight room.

It is designed for the player who battles several dying light original level and has a basic knowledge of gameplay mechanics. Player has the chance to cross path with different kinds of enemies and lightweight puzzle solving. The quest starts with several types of pick up, and they are melee weapon and low damage weapon like a pistol. Throughout the level, the player needs to understand the overall map layout in order to fast react to an incoming challenge.

Pipeline

The level flowing those mailstones - white box, game-play complete, aesthetic complete.

Level map design.

                                                                           

Boss Fight Design

Goal:

A level that requires players to parkour.

The level has multiple interactive mechanisms that control the level of the water in the room.

The player wins The game either killed The boss or turned off two generators.

                                                                           

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What Went Well?    

What things did you do well? 

  • I scoped the quest appropriately to complete the gameplay logic in a reasonable time.

  • I can finish the task on time.

  • I established a reasonable schedule, and often discussed ideas with my professor, and deleted things beyond the scope.

What elements in your process were successful? 

  • I spent a lot of time in the early stages of production to complete my level. Later, I had a lot of time to modify my boss fight.

What elements in the level were most successful?

  • The water movement in my level is one of the things that I think is the most successful.

What Went Wrong?

What things could you have done better? 

  • There was no time to complete the final train animation for the level, I actually wanted the player to be able to take the train to the final destination. I think I can animate the level better because it makes the scene more realistic.

What elements in your process could have been improved? 

  • I thought I could do more in advance to schedule the level. For example, I should arrange the time for the production of cut scenes.

What elements in the level were not as successful? 

  • I didn't do well in some of the transitions at the end of the level, such as not having a nice transition from the train to the boss fight area.

Where did you fall short of a professional-quality SMB level?

  • I don't think the level is elaborate enough. For example, there are some bugs in the level. For example, in order to make some monitors in the level shine, I put another luminous piece on the surface of the monitor. If the player attacked the monitor, it would probably break, but I didn't have time to work through the detailed logic.

What I Learned?       

 

What did you takeaway from the project that you will apply to future projects? 

  • I think I will bring my knowledge of Boss Fight Area to future projects. Because my Boss Fight allows the player to have multiple solutions. I think I can apply this kind of multi-ending combat to my future games.
  • I learned how to use the engine, including programming for level design.
  • I learned how to design a level with multiple endings, including the rationality of each ending and how to balance them.

 

How will you improve your process to make it more successful? 

  • I try to schedule my time at the very beginning for work I haven't done before. I try to schedule my time at the very beginning for work I haven't done before. For example, the logic of opposing factions fighting each other.

How would you improve your level?

  • If I had more time, I could have added scenes of human NPCS versus zombies later in the game, which would have made the scene more interesting.

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