Serendipity - Project Insight

Serendipity can be downloaded for free here!

Serendipity can be downloaded for free here!

Serendipity is a vertical slice / prototype of an action-adventure game containing several puzzles and platformer elements.

This project was the first time I had created a third-person game in UE4, and I am quite happy with the way it turned out. In the game, the player must explore the world and obtain abilities that can be found in each area. This concept was inspired by games like Tomb Raider, where the player will obtain an item that will allow the player character to interact with different objects in the game world. In Tomb Raider, the player character Lara Croft, may find items such as a pickaxe or bow, these items allow the player to return and explore previous areas, by doing this the developers are able to make the world seem larger and incentivize the player to continue playing throughout the entire game world.

Game Breakdown

The player will begin in a relatively empty starting area with a slightly emphasized room with a glowing cube, this glowing cube is the player’s objective and they must attempt to reach it. The player may then discover that it is not possible to reach this cube yet, so they may have to return later.

Central hub area

Central hub area

When the player enters the next room they will enter a “hub-like” area where every other section in the game branches off of. Directly in front of and the only accessible area to the player is a staircase leading to a blue room.

When the player reaches the blue room, instructions guiding the player how to jump will appear on screen, once the player is past a simple platforming section they will encounter the first puzzle. The first puzzle is a simple combination lock which the player must find the colour associated numbers to, once the puzzle is completed a door will lower, allowing the player to obtain their first ability which grants double jump.

Number combination puzzle

Number combination puzzle

The player is then lead upwards where they must use their new double jump ability in order to reach higher areas, here the player will encounter enemies that will send the player to a checkpoint if they are caught. Here the player will be taught how to attack enemies, if the player is able to attack an enemy at the right time the enemy will be destroyed. Once the player is able to leave this area they will be able to access new areas with their double jump ability.

Platformer elements present in the game

Platformer elements present in the game

The next area is the green area, the player may attempt to reach the red area now, but it will not be accessible due to the player lacking the correct abilities. The green area focuses on height now that the player is able to jump higher, when the player enters the green area a slightly difficult platformer section will need to be completed that involves moving platforms. When the player reaches the end of the moving platforms, they will notice a “maze-like” structure before them, here the player can try to find where they must go before they attempt it at all. Reaching the end of this maze will lead the player to an even larger more complex layered-maze.

Reaching the top of the layered maze

Reaching the top of the layered maze

In this enemy filled maze, the player will need to find their way through each layer in order to reach the top, if the player is able to complete it they will be rewarded with a new ability which grants faster speed.

Now with double jump and increased speed, the player will be able to access the final area in the game, the red area. Upon reaching the red area the player will quickly obtain the new ability which allows them to interact with red glowing objects, however, the player must find another exit in order to reach the glowing cube they had seen at the beginning of the game.

Ball puzzle

Ball puzzle

The red area’s first puzzle involves moving a ball down a path in order to open a large door, the next and slightly more complex puzzle involves setting the correct number on a set of pillars in order to lower a bridge that leads to the hub area at the beginning.

If the player is able to return to the beginning and reach the glowing cube they will have completed the game and be informed that they were being timed the entire time.

Throughout the game world the player may also notice additional glowing cubes that will also trigger the ending, these endings may affect the player in a positive or negative way.

Second Playthrough

Various time pickups scattered throughout the game world

Various time pickups scattered throughout the game world

If the player decides to play again, they will now be greeted by a slightly different game world. The player will now notice a timer at the top of their screen, as well as a plethora of pickups throughout the game world. White pickups will decrease the player’s time, where the yellow pickups will increase the player’s time, the game now becomes less of an experience about adventure and more about time. Achieving different endings will also affect the player’s time in either positive or negative ways.

Design Breakdown

When the player plays the game for the first time there is not much incentivizing the player to do things in a timely manner, most of the game can be completed in a relatively stress free way. Once the player learns they are being timed, they will begin thinking of ways to reduce their overall time and attempting to get as short of a run as possible.

Using an increase time pickup as an obstacle

Using an increase time pickup as an obstacle

With the time pickups I attempted to use them in a way that made more of the game world have purpose, areas that otherwise were mostly useless, now gave the player the option to strategize as to whether or not a pickup will be worth the time it may take to reach. Some time pickups are also used as obstacles that can discourage the player from taking a route that may be more comfortable to them.

Conclusion

I think the replayability for Serendipity is good considering some players may want to attempt to get as fast of a time as possible, and with the layout of the level as well as the time pickups, many paths exist for the player to potentially take.

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