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Summer Project Week 5: Blockout Part 1

  • dylanknipe456
  • Sep 12, 2021
  • 4 min read

Updated: Sep 28, 2021

02/08/21


Red: Mechanic, Blue: Enemy, Green: Lore, Yellow: Secret


HUB


The player starts in a room free from fixed cameras, using the standard third-person camera Unreal provides. The decision for this was to enable the player to get comfortable with the controls, in terms of movement with tank controls, to get used to the timing with the use of the dagger when in combat and to establish the harsh divide between being watched and having freedom over the controls. The player has four doors in front of them, with only one being unlocked initially. A mysterious voice informs them that in order to escape the facility, they must access the door located at the top of the stairs. At the centre of the room, the player can obtain their most vital tool, which is the dagger. Next to the dagger is a book giving some lore into the backstory of the facility and its intended purpose. This is to inform the players’ mind about the history of this place and what it has become.


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Figure 1: Introduction to fixed cameras, the dagger and lore.


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Figure 2: The Four Doors.



Hallway A


The tone of the game immediately changes whenever the player enters this room. With the camera now fixed, the player has another opportunity to freely get used to the controls. In front of them, a gate is blocking the most obvious way forward, forcing players to go down the even darker route in order to open it. The following hallway shows a figure hanging from a shackle. This is placed here as a way to carefully introduce the player to combat. The placement of the enemy hanging from this shackle may not make sense in terms of where it is located in the environment, but is simply there to service the gameplay and act as a soft tutorial for new players. Continuing a little further, once the player has pressed the switch to unlock the previously seen gate, the figure is released from the noose and is now free to walk around and notice the player. A book is also placed here, informing the player of which button to press if they wish to attack, just in case they neglected to notice it in the previous room. This is also a subtle hint to the player to warn them that their first combat encounter is about to occur. However, once the player backtracks, they will notice that they are behind the enemy, allowing for first blood to be drawn by the player themselves for free. This shows the player the range the dagger has in terms of how close they need to be in order to deliver damage. After a few attacks, the enemy will then fall. Whenever an enemy is hit, it plays an animation of the enemy being hurt, thus giving the player feedback as to the functioning of the weapon. Continuing past the gate, another contrast of fixed cameras will be shown. The camera is displayed outside, observing the player through the window. This makes the player feel like they are being watched constantly, regardless of how inconsequential a room may feel.


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Figure 3: Blocked gate.


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Figure 4: First enemy encounter.


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Figure 5: Switch that opens previous gate.


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Figure 6: Being watched through a window.



Living Room


After the stretch of windows, the player will land in the living room. More books are scattered around, which informs the player of various techniques, such as the dodge and quick turn, that they can use and which will be put to the test imminently. There is a door in this room, but it is blocked off on the other side, and the player will have to unlock it later on in the level because it acts as a shortcut. In the back of the room, the player can obtain the first key which will unlock the black door located back in the HUB. If the player has taken damage from their previous encounter with an enemy, they can heal here with a health pickup that restores them to full health. A peculiar looking bookcase is also housed within this room, with a camera angle focusing on it in particular. There is nothing the player can do at this moment in time to interact with it, so they will have to backtrack to the HUB. On their way back to the hallway with windows, they will be attacked by a surprise encounter with another enemy. This is a similar reverse of the previous enemy encounter, as now the enemy has the potential to get the first hit on the player. This is where those advanced techniques can be advantageous. If the player quick turns, they can immediately retaliate with their dagger, or they can simply dodge out of the way, allowing them to recuperate before engaging with the enemy.


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Figure 7: Stairs leading to the living room.


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Figure 8: Black Key and first Health Pickup.


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Figure 9: Second, surprise enemy.



Dining Hall


This is the next room located behind the black door in the HUB. Upon entering, the player will be faced with a stark shadow displayed on the wall. This is the shadow of a nearby enemy and is located there to heighten tension, while also warning the player before the next fixed camera. They will also notice debris in the way, blocking them from progression. This forces the player to take the long way around the room in order to progress, while also engaging them into combat once more. Located at the back of the room is another piece of lore, which provides a different person’s perspective on the facility.


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Figure 10: Debris forcing player into combat.



Progress at the end of Week 5:

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