
Tales of Vast Manor
Game Project
PROJECT INFORMATION
General
Platform: PC, Windows
Genre: Two-Player, Casual
Role: Game Design, Scripting
Software used: Unreal Engine 4.18
Project Type: Game
Year and Duration: 2017-2018, 1 month
Team Size: 2
OVERVIEW
Goals
Make a fun, casual two-player game around the concept of lights.
Description
The game is set in abandoned houses where the two players are trying to take over the house. The player can establish their control over the region by changing the capturing lights. The houses in the game are unpredictable and every minute or so there is an even where a random room of the house gets locked until there is only one last room left. In the end, the player which has captured the most lights wins.
Our intention was to make a fun arcade game with a quirky and humoristic feel to it. Eventually we tagged it as “Real Estate for Ghosts”, the story revolves around ghosts trying to capture houses and trying to get them to be haunted. This plays into the ‘flickering lights’ and ‘shutting down doors’ trope of the horror genre.
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The gameplay is straightforward, the players move around the house and try to capture as many lights as they can. The players can attack each other and can interact with lights. The later levels have some traps and obstacles on the player’s ability to capture the house. As time progresses, random rooms in the house begin to shut down. Since time is of the essence in this game, all the punishments (getting stuck in a room/ trap or getting attacked by another player) results in the player getting stunned for a few seconds.
GALLERY
RESPONSIBILITIES AND ROLES
Key responsibilities
Design
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Conceptualise Idea
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Create a score system and balance the game (waves, timers, special events etc)
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Conceptualise of gameplay elements to add (traps, power-ups)
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Design and write story and narrative
Scripting
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Code character interactions
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Code environmental puzzles and traps
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Feedbacks and rounds
EXPERIENCE
Work experience
Pre-Production
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Conceptualisation of idea (In team of two)
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Project planning; distributing and tracking tasks
Production
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Scripting the game
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Working on feedback systems
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Ideas for introduction cut-scene
Post-Production
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Writing narratives for website and introduction cutscene
Learning opportunity
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Player interactions in Two-Player games; how to make the players interact. Initially, one of our levels were too big to have good PvP encounters, thus, we had to conceptualise on how to make the characters interact and how to make these interactions interesting, for this we used the environment and different GPEs to attract the players to high- risk and high-reward points or points of intersections.
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Camera Set-up: For larger levels, we wanted the camera to zoom-in and out when necessary, this posed a lot of challenges, especially when we wanted to guide the player to specific locations.
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Lighting: I learnt a lot about how to properly set up lights for dark environments and how to set up complementary lights. Initially, we tried a bunch of colour schemes for each level, however, we decided to stick to red and pale-blue because they are complementary and easily distinguishable in dark-lit environments.
Conclusion
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We wanted to design a fun game for the online casual game playing gamers.
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As part of our future intentions we wanted to add an online multiplayer where people could use Steam to play the game online. For this, we wanted to add more levels which are suitable for more than two players.