Ragnarok Protocol

"Ragnarok Protocol"

An Action Role-Playing Third Person Shooter game with elements of Platforming. You, as the player, will control the Valkyrie. She's a cyborg equipped with a gun that can contain different types of bullets which are useful in most situations.

Course: CAPSTN1 (Thesis Project 1)
Type: Thesis Project
Term: Third Term, AY. 2015-2016
Genre: Action Role-Playing Third Person Shooter
Softwares:
     - Unreal 4
     - Photoshop CC
     - Illustrator CC
     - Maya 2016
     - ZBrush
     - Substance Painter
     - Substance Designer
     - Bitmap2Material
     - Microsoft Word
     - Trello
Team:
     - Paul Anton Rae Aguilar: Project Lead, Lead Game Designer, Level Designer, 3D Artist, Co-Producer
     - John Alson Entuna: Lead Programmer, 3D Character Artist, Co-Producer
     - Alexandra Arcega: Environment Artist, UI Artist
     - Mario Joshua Ignacio: Programmer, Game Designer
     - Jed Ralph Pascua: Environment Artist, Texture Artist, Character Artist, Animator
     - David Jean-Robert Ramos: Adviser

Actual Contributions:

      • Game Design Document
      • In-Engine Level Design
      • Project Management
      • Minor Level Visual Scripts
      • Minor Props

This is a thesis project where we create a game based on a rubrics given to us at the beginning of the term. We went on a production with an adviser guiding us on the process from pre-production to the end.






Game Design Document

 Since this is an academic project, we first did some research to decide our approach or framework for the game. As a group, we decided to focus on the Learning process of an individual. Eventually, we encountered one of the well-known concepts of teaching: Transfer of Learning.

    According to D. Perkins, Transfer of Learning is the ability to apply skills, knowledge, and/or attitudes that were initially learned from one situation to a different situation. Basically, the context of learning is different from actual application.

The innovative features that we have for this game are:

















  • Bifrost System - aside from the Valkyrie's combat bullet, she will have special bullet that can connect two objects and create a bridge between them. Areas that are too far can be accessed using this. Also, objects can be pulled towards each other. (This was later changed into a different system called 'Tether System')
  • Body Parts System - enemies will have weakpoints. Some of them will have their weakpoints placed on hidden areas of their body. Utilizing the Bifrost System's Pulling Capabilities (Now, 'Tether System') will allow the Valkyrie to reveal the parts of the enemy and shoot at it.
  • Einherjar System - throughout levels, dead people can be discovered. The Valkyrie has a special ability to scan a dead person and obtain its cognitive functions. In a way, the Valkyrie can see the person's last moments. As a reaction to extreme emotions, special abilities can be unlocked which can help change the tides of battles.


  • In-Engine Level Design

    For this project, I was assigned to setup the levels using the Unreal Editor. For me, this was a great experience as it enabled me to discover alot of tools that can make game development faster. Though I know that there are still several tools to be discovered, I believe that my experience in this production is still significant.


    Bifrost Platforms
    One of the key features of the game is the Bifrost system. Throughout the levels, I've placed several Bifrost Platforms for the player to connect in order to progress. These platforms should be within the minimum distance for them to connect with each other.





    Tether Platforms
    Similar to the Bifrost platform, I've also placed several Tether Platforms in different areas of the levels. The Tether platforms are slightly different as it must be set to Rooted or Movable.
    Movable Tether Platforms are pulled towards the other tethered object and Rooted Tether Platforms stay as is when tethered. Also, minimum distance between the two platforms can also be set.






    Enemy Spawners
    I've also placed several Enemy Spawners to set conflict areas. In this process, I place the Spawner in the level and set the minimum distance for it to activate. Then, I place Spawn Points within the area to set the initial position of the enemy and the enemy type. Then, I connect the Spawn Points to the Spawner.







    Cover System
    Part of the Conflict Areas are setting up walls and barricades for cover. In this process, I first setup meshes the a plan to use for covers. Then, I place a Cover Trigger on it.
    The Cover Triggers are color coded to correspond to the cover position. We used blue for the middle part of the barricade. This makes the player character crouch when hiding in the middle of the barricade and stand when shooting. Then, we used red for the edge of the barricade. Still, this makes the player either crouch (for lower barricades) or stand (for higher barricades) while hiding and peak on the side when shooting.






    Additional Gameplay Footages




    Project Website

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