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Managing the Distance

Dying Light

Project Overview

"Managing the Distance" is a single-player mod for Dying Light in which the player is tasked with taking on waves of enemies through 5 areas each of which is designed around a specific challenge. Originally designed my thesis, it's designed to test what best practices to use for encouraging combat style switching.

Engine:                            Dying Light - Dev Tools

Platform:                         PC

Development Time:      5-8 Months (300+ hours)   

Playtime:                         10 - 15 minutes

Design Goals

Melee/Ranged Combat

Enabling the player to use both melee and ranged combat

Teaching Combat

Teaching players new skill so that the player will learn how to play the level

Combat Switching

Encouraging the player to switch combat styles while in combat

Design Goal 1 - Melee and Ranged Combat

To incentivize the use of different combat styles, multiple enemy types were used.

The level begins with Melee focused enemies to let the player adapt.

As the difficulty ramps up, more melee enemies are introduced to provide new challenges.

Using different types of cover also helped players use each playstyle.

Design Goal 2 - Teaching Combat

Transition hallways were designed to teach player's about new weapons and enemies before they went into the main combat rooms.

Design Goal 3 - Combat Switching

Techniques to Enforce Switching between Melee and Ranged Combat

- Combining Enemies

- Combining Cover

- Using Level Obstacles

Virals will charge at the player with melee attacks, so the player will more likely use melee. But if they see a Bomber, they will switch to range so the Bomber doesn't explode near them.

Using tall cover and long sightlines to enable ranged combat.

Short and circular allow for more movement options, enabling melee combat.

Explosive parrels can encourage ranged if placed further away, while barrels closer encourage melee so the player doesn't set them off.

Development Process

Designing the map

The level was centered around combat, which meant introducing new challenges at a steady rate and creating new scenarios for the player.

The difficulty was the biggest challenge was there were initially more enemies in each room rather then focusing on specific enemies. This overwhelmed most players so the design was changed to accommodate it.

Room 1 introduces melee combat along with melee focused enemies.

Whitebox

Launch

Room 4 focuses on gaps in the geometry along with Toads that shoot acidic projectiles.

Whitebox

Launch

Room 5 is designed to test master by combining all prior zombie types along with the boss zombie, The Goon.

Whitebox

Launch

Post Mortem

What Went Well

Getting References and Implementing Best Practices

In order to implement modality switching, a lot of research was done. This included GDC talks, documentation, and referencing other games to figure out how they encouraged combat style switching. This process took a while, but it allowed to figure out what worked and implement without having to overhaul the level.

Initial Flow and Layout

While the enemy and geometry placement went through many iterations, the overall flow and pacing of the map was consistent with the initial design. Elements such as pacing out enemy introduction and using transition hallways to introduce new gameplay elements remained from the LDD and the changes centered around difficulty and object placement.

What Went Wrong

Lacking Melee Options

Originally the player was going to have access to way more melee options and abilities. This was removed was there was concern that players would abuse these rather then use the actual melee weapons.....

What I Learned

Get Gameplay References Before Designing

There was always a clear vision for the main path, but the design techniques to force combat switching were not finalized at the start. If I could go back I would gather more research on how combat style switching is done in other games before going into whitebox.

Make sure to balance both combat styles

Find multiple solutions to balance out both combat styles would have helped the level encourage modality even more. I would look more into Dying Light but other fps games with melee combat to see how they balance between melee and ranged, such as Condemned.

Gallery

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