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Exterior Entrance to Water Treatment Plant |
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Seen here is the enterior extrance to the Plant. To the left is a dead end with an enemy spawn point hidden in a drainage pipe. To the right is a dead end with a twist: there's an bridge above on the 2nd floor than can be destroyed. The bridge will fall, giving the player an alternate route into the Plant (this will also prevent enemies from using the bridge to enter the Plant from the second floor). |
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Interior Shot of Water Treatment Plant |
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This shot shows the three levels of the Plant's interior. Large vats of water sit in the floor. The interior was intially more decorated, with pipes and animated stirs for the vats of water. However, due to framerate limitations it was necessary to remove much of this decoration.
Lesson Learned: This interior multi-level facility really taxed our engine, both in terms of AI navigating the level and in terms of framerate. Framerate issues weren't determined until late in development. In the future I plan to do more initial testing of AI capability and I plan to keep an eye on framerate from a much earlier stage in development. |
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Opening Cutscene |
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The story at this point calls for Optimus and Bumblebee to be running from the Decepticons. Of course, Optimus is no wuss, so the Decepticon pursuers must have the clear firepower advantage. My first cutscene challenge was to depict this scenario. With Optimus and Bumblebee rushing toward the camera, Starscream appears and launches a missile that detonates directly in front of the camera. The pair fall into the culvert and transform, with Optimus calling out to Bumblebee to take shelter in the nearby human structure. |
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Heavy Opposition on the Bridge |
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Truck drones are supporting Starscream. Two transform and take positions on the bridge, firing down at the Player. Two other truck drones, in truck form, race off the broken bridge and transform in the culvert to pursue the Player.
My Focus: I wanted to emphasize what I felt was the most compelling part of this franchise - transforming. I felt that other levels weren't making use of this property enough with the enemy AI, so I made sure to have enemies that would hit triggers to transform at appropriate moments, as well as dynamically when the AI are outside a given range and need to catch up to the Player. |
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Chased Into the Plant |
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Once the player takes control of Optimus he comes under heavy fire. Bumblebee is already inside the plant. The player has the option to explore the areas around the plant. However, this is clearly an "escort" mission, and the primary objective is to protect Bumblebee. To support this objective, if the player should abandon Bumblebee for any signficant time there is sufficient enemy opposition inside such that it won't take long before Bumblebee is dead and the mission must be restarted. As mentioned before there is a spawn point to the left, hidden in a drain pipe, where more enemies will be entering the scene. |
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Breaking Glass on Second Floor |
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With the intial intensity of the level I decided to bring the pacing down a bit once the player makes it into the Plant, which is empty when the duo arrive. Bumblebee is tasked with trying to find a way to open the south door of the plant to make an escape. To do this he traverses the second and third floors, looking for a way to override the electronic locks on the door.
Here we see the shot of the second floor. Drone Forklifts are approaching across a bridge, and will shoot out the large glass window in the process of chasing down the Autobots. |
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Option : Cut Off Their Attack |
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On the ledge outside there is a tactic to prevent more Drone Forklifts from crossing over into the Plant. A large oil silo sticks out from the drab background with white and green paint. If the player destroys this silo it will fall and destroy the bridge.
Note that I've hidden the spawn point for these Forklifts in the building across the bridge, out of sight. The drones have a path across the bridge and a trigger to transform and attack. These actions have to be modified if the player successfully destroys the silo, to maintain the illusion of intelligent opponents - they will wait and stop spawning rather than continually plummet to their doom. |
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2nd Floor Reinforcment Arrives |
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The Plant has three points of entry to defend from - first floor main entrance, second floor (described above), and a balcony on the third floor where aerial attackers can land.
This system of triggers and events was the most difficult for me to implement. An aerial drone must hover outside until Bumblebee is on the third floor. Then it must fly to a transform trigger where it transforms in air and drops to land on the terrace, where it is triggered to attack. This is where I learned the challenges inherent in AI which aren't confined to the ground. In the end I was very happy with the result, and my ability to add another transforming enemy AI to the mix. |
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Cover Bumblebee! |
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This scenario is about the midpoint of the level, where the intensity really begins to ramp up. The arrival of an intense enemy drone with new weapons (the green disks he fires are mines) complements the heat growing downstairs as more truck and forklift drones gain entry to the Plant.
To be sure that the player is staying with Bumblebee I created a trigger to pause BB's followPath action here as he hacks the security systems. The player is told that they must cover BB as he breaks into the system. A breif timer counts down, then the system unlocks the soutern door to exit. |
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Taking a Shortcut |
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One of the reasons I pitched a multilevel building as the primary location of my level was because the majority of the game, as propsed, would take place on flat land. I wanted to give players a different view with fresh gameplay options.
One option that this design facilitates is jumping over the railings on the walkways to drop down to lower floors. This tactic can help the player catch up to Bumblebee or to spring surpise melee attacks on enemies below. |
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Let's Get Out of Here! |
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The Southern exit is unlocked and it's time to get out of here. With enemies flooding in from the Northern entrance and the second floor Optimus and Bumblebee make haste for the door.
But there's one more surprise in store for them, a trigger to activate Starscream's arrival at the Plant. With both Optimus and Bumblebee near the door, we cut to... |
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Starscream's Cutscene |
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It's time for Starscream to make his second appearance in this level. Taking matters into his own hands, he approaches the second floor balcony and transforms, rushing to confront the Autobots before they have a chance to exit the Plant.
Savage has no GUI tools for setting up cutscenes (or for any other aspect of design), so much of the fine tuning is a matter of setting up a proxy in 3ds Max, taking measurements, then writing those into the scripts and testing in the engine. I created a Maxscript for converting our ASC code to objects in Max to assist with visualizing waypoints for AI navigation and made it available to the Design Department. |
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Licensed Characters Must Not Die |
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When the cutscene ends the doors open, but Starscream is closing in fast. The player must decide to stay and fight Starscream or run. At this point Bumblebee is set to follow Optimus' lead : he will fight alongside his leader or will flee if the Player does as well.
I encountered an issue having used Starscream in this capacity - the licensor, Hasbro, does not permit any of the characters to die. Therefore I had to set up a trigger based on Starscream's health. If his health is low, a cutscene is triggered where he is permitted to run away. This cutscene occurs fluidly from where the interaction takes place, and does not cut to relocate the camera. |
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Only One Way Out |
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Having escaped from the Plant to the South, the Autobots need a way out of the culvert. Bumblebee suggests that damaging the center strut of the bridge might present them with a way out. But the heat isn't off yet, Barricade is waiting on the bridge and fires down on them.
In order to reduce the number of active AI in the level, I teleported AI from the North bridge down to this bridge when the player is in the zone. They spawn to the right off the bridge, run to the bridge to take position, and fire on the player. When the bridge is destroyed they retreat. If the player should retrace his steps, the AI will be teleported back, out of sight, and respawn. |
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Level Completed |
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The collapsed bridge provides a ramp for escape to the East. With the bridge destroyed, Bumblebee is triggered to make his exit. Once the player meets Bumblebee at the final way point, the Outro cutscene plays.
Each level in Transformers PSP has a waypoint system to guide the player. Waypoint markers on the MiniMap and PauseMap are turned off or on to guide the player to the next step in the level progression. Making sure that these markers provided clear instructions to the player took some testing and iteration, but I was very pleased with the final result. |
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