3D Game Development Project: Stage 3 (Final)

COMP352 - The Lost Child


CHAPTER 4

In developing the final stage of the dungeon, much contemplation was surfaced on what I should build to make it seem like a finale to the entire game; what can I encompass in the level to intrigue the player even further and trigger a twist to the original concept. After much discussion with my group members, we came up with the locating/collecting idea. There will be no more mirrors and loops. However in this case, instead of collecting, the player will 'activate' the item. When the player successfully 'activates' the required number, a final 'portal' will appear and the game ends.  *Warning! Don't let THEM catch you!*



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Dungeon Level 3 (Final)




  1. The map envisages a core center section with 4 passage ways, similar to the ones encountered in the previous level, connected on each side. The outline of the map resembles a symbol of some sort.


PASSAGE WAY



CORE SECTOR



The environment showcases a heap of disconcerting objects that contribute to the overall ambiance of the dungeon. The objects can be viewed HERE.  



STARTING POSITION


The player is almost there! The environmental art this time is no different from the previous levels. Wooden barrels can be seen in the corner for extra artistic purposes.The player will begin in the core center of the map where their task this time is to 'activate' the 'vortexes' that are buried deep in the map. 




The inner part of the core center. I have utilized a few of the rusty iron gates, added the goat heads, scattered debris on the concrete floor and placed a spike trap. (design purposes)  



When noticed, walls that look like this signify the entrance to activating a 'vortex'. Similar to the normal concrete walls, I have added skull engraved pillars on each side to give it more of a boost instead of being plain.    



The passage way that leads to the 'vortex'. Normal concrete walls aligned in front of another to form a pathway. The vortex is created through a particle effect system provided in Unity. Below shows the image of the vortex. 




1. An example of the 'vortex'. 




Unless the player has activated all 4 vortexes, the lower ground floor is an area for impending doom. Located in the core center of the map, the player will have to get through the first part of the floor to find the 'portal'. (Second part shown below). Not very spacious, but enough room for navigation. The ground floor consist of 3 compartments, (rails and wall attached) front, middle and back when designed.  



Also consisting of 3 compartments, the second part of the lower floor where the final 'portal' will spawn (shown below). The portal is also created and designed through the particle effect system. I threw in a knight casket and an opened knight casket embedded on the floor to enlighten the overall visual of the area.  


1. The design and apperance of the portal in real-time.



The portal spawned and the player has completed the game. Congratulations!!

*Note: Due to a bug in scripting, the game assumes its completion when the portal spawns. It does not teleport the player.*


Here is a short video showing the walk-through of stage 3. (I have excluded the ghouls in the video)





-THE END-

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