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BLITZFIRE
ROLE : TECHNICAL DESIGNER | PLAYABLE EXE (XBOX CONTROLLER REQUIRED) | TEAM SIZE = 1
AN EXPLORATION OF ORTHOGONALITY AND GAME DESIGN PROCESS


OVERVIEW


​Blitzfire is a Doom styled FPS with simple levels that aims to create a player mindset of puzzle solving by killing the right enemies at the right time. Weapons and enemies are orthogonally differentiated on an axis so that players can formulate schemas in their mind on what weapons are effective against what enemies.

​Blitzfire is also an experiment with the design process. Tests were executed to observe emergent player behavior and levels were designed based on these tests.

LEVEL 1

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Level 1 is constructed with 6 patrol routes. Commando's move in a straight line to reach the players before soldiers, while soldiers move in a zig zag path. Each cover point is placed to block fire from a specific number of patrol points. 

The Spawn Controller randomly spawns soldiers and commandos on any of the 3 starting points. It also spawns on the opposite end of the player. And finally it also maintains the number of enemies on screen to a set number

LEVEL 2

Level 2 consists of 4 rooms, each intended for a specific purpose. The overall goal for the level was to teach specific ways of utilizing the game mechanics and then release the player into an area where all of these options become available at once.
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Room 1 is a narrow corridor with a commando and a single cover point. This is intended to force the player to use cover and learn it's usage against a commando.
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Similarly, room 2 was intended to teach player movement from one cover point to another to take soldiers.
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Before the player enters Room 3 he is given a forcefield. The only way to clear the room is keeping the forcefield on and maintaining stagger on all the soldiers.
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In Room 4, a force-field is given with cover. A combination of commandos and soldiers are placed in a manner that cover would be as useful as the forcefield, allowing the player to make a strategy selection having been taught the different options available.

LINK TO PAGE  1 - SYSTEMS DESIGN

LINK TO PAGE  3 - ENEMY AI
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