CGT Week 8: Blockout Part 1
- dylanknipe456
- Apr 29, 2021
- 3 min read
Updated: May 8, 2021
12/04/21

Figure 1: First Bait and Switch
Starting the blockout was very enjoyable and I felt that I had instantly made a lot of progress. This was because the first two areas that I designed were at the beginning and end of the level. As shown in Figure 1, the players will face one of the four artefacts needed to complete the level. This particular artefact is on the other side of a breakable floor that has a pit below, which leads to the rest of the level. I wanted the players to immediately initiate the drive to obtain this strange and, at this point, unexplained object, as it looks important and because it is early in the level, the players would have no need to believe that anything harsh would happen. Setting up this trap early, sets the tone for the entire level, as the players will play more cautiously, knowing that traps like this could be set off at any time. This is also heightened by the fact that it is in VR, because the players feel more immersed than usual, they will be more tense than if this was a more traditional game.

Figure 2: Torch Pickup, Hub and Curtain Puzzle
This is the area that the players fall into, after the breakable floor. The players may be a bit shaken after feeling the effect of falling within a VR environment, as well as facing a dark corridor with the only light being that from a nearby torch. The players can pick up the torch, which will light up the surrounding area. The players can then continue on to the first hub of the game and will respawn here if they die. Moving past this, they will see a strange red object on a wall. This is the curtain and can be burned with the torch, but the players will probably not know this immediately. Behind the curtain is the shield that the players can also pick up, which will block all projectiles and is necessary for the next segment of the level.

Figure 3: First Enemy and Hint Pit
Moving along past the hub into the next hallway, the players will come face-to-face with a seemingly pointless area with a pit in front of it. If the players fall into it, then they will die. However, if they peer over it and shine their torch, then they will see a message reading: "The torch can be used to burn certain objects." Moving on through, they will encounter the first enemy that fires projectiles. These projectiles push the players back and makes it impossible to pass without the use of the shield. Using the hint from earlier, they can go back to the curtain, burn it and obtain the shield. All the players have to do is hold the shield in front of them and the projectiles will simply be destroyed when coming into contact with it.

Figure 4: Switches and Platforms
Once the players get past the projectile enemy, they will encounter their second artefact. This artefact is also over a pit and cannot be reached until later when the players have obtained the gun. The players, instead, will have to go through another route that leads to the first switch door. The players must look around the area for a blue cube to place onto the switch, so the door will remain open. After this, they can move onto the next hallway.

Figure 5: Hallway leading to Hub 2
After going through the door, the players will immediately be confronted by another projectile enemy. This is similar to their first encounter, but behind it lies another enemy. In order to avoid being constantly bombarded, the players must move backwards, while still facing the enemy with the shield for a smooth journey. Once far enough away from it, the players will be in the second hub area.

Figure 6: Hub 2 and First Artefact Door
Once in the second hub, the players can relax and take a breath for a while, because if, in the VR world, they should die henceforth, then they will respawn back to this location. The players will face their first artefact door that can only be opened by obtaining the artefact that corresponds with it. Luckily for the players, it is very close to the second hub, but still out of reach. They will have to journey on before they can collect it. The following hallway leads to two more areas, with another projectile enemy that is easy enough for the player to deal with at this stage.
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