I started working on Fat Princess Adventures early in the pre-production cycle of the game. Outside of designing levels and encounters, I implemented and maintained the quest system, scripted environmental hazards, and made sure all gameplay was network and savestate safe.
I scripted and maintained the core functionality for the Endless Arena Battle DLC. This mode was built much like my Guardians of Middle Earth: Survivor Mode DLC, which I talk about in a earlier post. Endless Arena Battle consists of infinite waves of enemies and to break up the mode a bit every couple of waves is a fun mini game, i.e. basketball, destroy a wagon, and chicken wrangler to name a few. When the level starts the scripting logic will iterate through the enemy spawners and find how many waves have been set up and will start to spawn the waves in order. The first five waves are the tutorial waves and when the last wave is killed it will loop back to the start skipping the first five waves.
Siege of Great Bitten
This is the first level of the game, which we continued to iterate on throughout the development cycle. This level was also used as our demo at game conferences. I crafted the encounters, adding in the elite enemies, building the opening cutscene, and implemented all the quests and quest related objects.
I scripted and maintained the core functionality for the Endless Arena Battle DLC. This mode was built much like my Guardians of Middle Earth: Survivor Mode DLC, which I talk about in a earlier post. Endless Arena Battle consists of infinite waves of enemies and to break up the mode a bit every couple of waves is a fun mini game, i.e. basketball, destroy a wagon, and chicken wrangler to name a few. When the level starts the scripting logic will iterate through the enemy spawners and find how many waves have been set up and will start to spawn the waves in order. The first five waves are the tutorial waves and when the last wave is killed it will loop back to the start skipping the first five waves.
Siege of Great Bitten
This is the first level of the game, which we continued to iterate on throughout the development cycle. This level was also used as our demo at game conferences. I crafted the encounters, adding in the elite enemies, building the opening cutscene, and implemented all the quests and quest related objects.
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Lost Lake
I took over this level after the layout was mostly complete. The level had some layout issues with small pathways and camera blocking issues, which I fixed. I implemented the initial quest path, when I took this level over the quests needed some serious networking help. The design team decided we needed to rework the enemy types in this level as they were mostly only melee.
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Pirate Caves
This level I designed the layout from scratch. The greybox was built on a grid making iteration easier, implemented the quests and the quest related objects, and scripted the encounters.
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