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Trouble at Hardlock

Fallout 4

Project Overview

"Trouble at Hardlock" is a single-player mod for Fallout 4 in which the player, the Sole Survivor, is asked to help Sarah Hardlock overthrow the drug lord Bateman Fuller. The quest takes place after the Sole Survivor has discovered Diamond City and is meant to use most of Fallout's core mechanics, including various combat styles and a story-driven narrative, taking place in an original environment.

Engine:                            Fallout 4 - Creation kit

Platform:                         PC

Development Time:      11 Weeks (250+ hours)   

Playtime:                         10 - 15 minutes

Design Goals

Multiple Playstyles

Allowing the player opportunities to use multiple playstyles based on their preferences

Reuse of Space

Creating new scenarios within the same environment

Morally Grey Choice

Build up the story for both sides so that the player determines the fate of the town at the end.

Design Goal 1 - Multiple Playstyles

One of Fallout's biggest features is how it allows the player to choose how to play. Combat scenarios were designed with this in mind as the cover and weapon placement were meant to give the player variety.

I did this by placing a combination of short, medium, long, and circular cover while keeping good sightlines so the player was always aware of the firefights.

Design Goal 2 - Reuse of Space

The mansion was designed to serve multiple purposes by reusing areas.

The beginning introduces main antagonist, has the player fight off a hoard of enemies, then through framing and color contrast, points towards the primary objective from the the entrance.

On the balcony the player overlooks the entrance they were at moments ago as another story beat occurs which then leads into another combat encounter.

Finally the player has their major story choice and final combat encounter on both the 1st and 2nd floor of the mansion as they watch from the balcony.

Each scenario feels unique because the player is fighting from a new angle. In the first is from the main entrance, the second is while on the upper walkway, and the third is from the balcony where the player is in a two-way battle.

Design Goal 3 - Morally Grey Choice

At the end of the quest, the player has to choose between one of two sides. Which effects the final fight, world, and dialogue.

If the player chooses Sarah, then the raiders will attack, killing some of the town's people. Though the town's people are optimistic and promise to help rebuild.

If the player chooses Fuller, then the raider's attack will be stopped and nobody will die. Though the town is now at the mercy of Fuller's iron rule.

Optional story telling techniques and visual story telling help bring this together as the player could see how the town's people were suffering because of Fuller while also getting their opinions on Sarah.

Because of the quest had involved the player choosing between one of two factions, I had to create this custom script that would force one NPC group to become allies and the other group to become enemies. This would change depending on what stage of the quest the player is at.

Development Process

Designing the map

I was inspired by the early Resident Evil games and wanted to replicate that feeling with the player having to find clues and keys throughout the mansion in order to progress.

This concept was trimmed down as areas like the basement on step 7, the hidden hallways, and the mandatory backtracking weren't adding anything to the experience aside from adding to the playtime.

The first major issue I encountered in Whitebox was the spacing and general flow of the mansion. So I readjusted all the major entrances to be visible when entering a new spaces along with adding more leading lines that leads the player to the goal.

An early development hurdle was implementing the major story sequences, which required the use of the custom script below to enable/disable cutscene triggers at the correct time.

Post Mortem

What Went Well

Balancing out the issues

I made sure to always adjust every aspect of my level based on feedback. I was able to fix various issues with the routing and conveyance because I made it a goal to balance out the issues based on priority rather then what I felt comfortable with.

Playtesting Early

I made sure to get multiple people to playtest my level at various milestones. Their feedback and finding issues that I otherwise didn't see proved to create a much more rounded experience. In turn playing other people's levels allowed me to see their design techniques which I took as inspiration for my own solutions.

Fixing Mistakes Early On

Early on my level was lacking various features such as the mandatory lockpicking and hacking along with overall quality of life improvements. I made sure to get these implemented as soon as possible along

What Went Wrong

Overcomplicating the Story

Most players mis understood the story because of how many side elements that were added to it. Once I made the story simpler, I was able to add depth to it through iteration and story drafts.

What I Learned

Don't Downscale to Hard 

After getting feedback from the first build I thought having the player explore to many rooms was an issue, and I ended up overcorrecting by removing the rooms. When I added the rooms back in with better conveyance and sightlines the level felt more fun to play and explore.

Gallery

Reuse 3-2.png

Full Playthrough

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