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Forgotten Treasure Dungeon

May 30, 2012

Editing the final boss room. Click for a larger image.

Editing the map of the dungeon. Click for a larger image.

Home of the dungeon's questgiver. Click for a larger image.

Keith was responsible for the Forgotten Treasure special event dungeon in Pocket Legends, including map editing, item reward creation, and enemy NPC creation and scripting.

Entry Highlights

  • Scene creation (includes blockout, final worldbuilding, POI design, ambient music, storycraft, ambient lighting, etc.)
  • Player spawning design (includes propping for spawn points)
  • Writing and narrative design (includes NPC interactive dialogue, NPC barks, readable book props, etc.)
  • Quest design (includes plotting, writing, markup-based scripting, NPCs, combat, puzzles, etc.)
  • NPC design (includes creation and placement of enemies and quest contacts)
  • Combat design (includes incidental battles, boss fights, and quest-related activities)
  • Traps and hazards design (includes implementation of "mimic" chests)
  • Puzzle design (includes physical puzzles [e.g. move through a trapped corridor], mental puzzles [e.g. match 3 symbols], Easter eggs, etc.)
  • Propping (includes creation and placement of interactables, breakables, debris, etc.)
  • Rewards and collectables design (includes creation and placement of incidental gear and treasure, quest collectables, Easter eggs, etc.)
  • Art (includes creation of inventory icons)

The Forgotten Treasure dungeon was for a limited-time event that focused on players "bashing" treasure chests for gold. The event needed to be both repeatable and scalable based on player levels. Keith created alternate versions of the dungeon to keep things interesting for players; the higher the level of the player, the more "tiles" and the larger the Forgotten Treasure dungeon.

Along with expanding the list of enemies and introducing random qualities to how they spawned in the world, Keith randomized the treasure chests to sometimes become chest-shaped monsters that would fight back when attacked. He enhanced two of boss fights and added an achievement reward for killing the tougher one. Keith created a large set of powerful weapons (spanning all player levels) that players could loot from their enemies.

Keith created a special entrance in the game's primary town that was very visible and accessible to all players. After the event concluded, the entrance was closed but the decorations were updated rather than removed: An NPC was left behind to give players fiction-based closure as well as a custom "thanks for playing" gift to all participating players.

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