Official Star Wars Website
Role: Technical Designer, Quest Design, Level Deisgn
Resibonsibilities:
- Quest Flow Design
- Document Maintenance
- Unreal Editor Blueprint Scripting
- 2D Layout
- 3D Level Design Blockout
- Art Verification
- BUG Fixing
- Mini Games, etc.
- Independent Design and Production of 6 Side Quests and 2 Critical Quests, including
- Gameplay Flow
- Combat Design
- Scripting
- Cooperative Design of Some Levels’ 2D and 3D Layout
Highlight:
- In the design process of a critical quest, a task node is triggered by a specific companion being in the protagonist’s team.
- However, due to the game’s open-world nature, it’s necessary to provide exploration content even when the protagonist doesn’t have that companion. Therefore, there are three different scenarios:
- The Player hasn’t initiated the task
- The Player initiates the task without the companion
- The Player initiates the task and has the companion.
- The main challenge lies in guiding the player through ambient means when the companion is not present. Due to the use of a seamless map in the game, I wrote a script that, upon preloading the scene when the player approaches the area, performs a logical check
- If the player has initiated the task but doesn’t have the companion, it replaces the loaded item with another hint item. This item is described as related to the companion, aiming to prompt the player to bring the companion without compromising immersion and freedom of exploration.
- However, due to the game’s open-world nature, it’s necessary to provide exploration content even when the protagonist doesn’t have that companion. Therefore, there are three different scenarios:
- There was a side quest that requires the player to fight with two NPC enemies at once.
- However, these two NPCs need to surrender to the player when they are wounded to a certain point and trade information for a way out.
- This presented a challenge in scripting:
- Control the intensity of the battle within reason while allowing the player to feel the NPC’s behavior as less mechanical as possible at the end of the battle.
- My solution was to set the trigger for determining surrender to when the sum of the two NPCs’ life values is less than 1/2 of the initial value.
- This allows for some variety in the outcome of the battle and also ensures that the difficulty of the battle is within the difficulty range of the side quests.
