SKYLAR & PLUX: ADVENTURE ON CLOVER ISLAND

Skylar & Plux: Adventure on Clover Island is a 3rd person platforming game developed by Right Nice Games. This was part of a course at Futuregames. We were to think of the assignment as possible DLC for the game.

                Engine: Unreal Engine 4
Production Time: 2 Weeks
                  Genre: 3D Adventure /                                        Platformer

Skylar & Plux: Adventure on Clover Island is a 3rd person platforming game developed by Right Nice Games. This was part of a course at Futuregames. We were to think of the assignment as possible DLC for the game.

                Engine: Unreal Engine 4
Production Time: 2 Weeks
                  Genre: 3D Adventure /                                              Platformer

PREMONITION EXPEDITION

The challenge maps were supposed to be unlocked after completing the base game, therefore I was able to assume the player was familiar with the game’s mechanics. I decided to target my level towards more experienced players, with a relative slow start and a challenging gauntlet near the end.

Before I decided on a theme I first tried out all the potential mechanics. After some time playing around in a empty level, I found the swing & magnetic glove the most enjoyable to use and interesting when put together. Due to the whip-like swinging and platforming building magnet, I quickly decided that the player should feel like an explorer, similair to Indiana Jones or Lara Croft, investigating a seemingly forgotten cavern.

MECHANICS

SWINGING

The swing pulls the player in a pendulum pattern with the potential of giving them an extra boost forward if timed correctly. This helped the level keep a quick pace and give the player a sense of bravery.

MAGNET

The magnet affects nearby metallic objects and has therefore several uses. It can rebuild dismantled panels, pickup enemies and crushing balls. To make the player feel resourceful, I present them with several opportunites to utilize this single tool in a multitude of different ways.

MAGNET

The magnet affects nearby metallic objects and has therefore several uses. It can rebuild dismantled panels, pickup enemies and crushing balls. To make the player feel resourceful, I present them with several opportunites to utilize this single tool in a multitude of different ways.

LEVEL WALKTHROUGH

SECTION 1 - INTRO

The first thing the player sees is the entrance to the cave in the distance. To get there, the player has to make a couple of daring jumps with the introduction of the swing mechanic.

SECTION 2 - THE ENTRANCE

To enter the cave, the player must place a crushing ball in a generator for the gate to open. This section is the introduction to the magnet mechanic. A ball is placed close to where the player lands to allow to them pick it up with the magnet and start crushing the nearby enemies with it.

SECTION 3 - CAVE OPENING

Upon entering the cave, the player must use their magnet to rebuild a short bridge across some lava. At this point all the basic mechanical uses have been introduced to the player.

Afterwards it’s the first time the player must combine the swing and the magnet to safely land just short of a platform with full enemies.

SECTION 4 - A TWIST

Normally the magnetic panels are out of order and need to be rebuilt, but to give the player a new challenge, I changed the script to work in reverse. Now the panels are an obstacle that the player needs to pull aside.

This twist is introduced at a safe location so the player can figure out the problem without the fear of failure.

SECTION 5 - THE DROP

To sell the idea of a dangerous cave, I wanted to have a treacherous moment where the player needs to take a leap of faith down a pit.

As a hint towards higher difficulty and danger, I placed a sign pointing downwards, reminding the player that they should not only jump, but look down too.

SECTION 6 - THE GAUNTLET

When the player falls down, they can use the magnet to catch themselves, if they fail they’ll have to take a short way around, fighting a couple of enemies.

Next the player has to make a series of jumps on a couple of magnetic panels. For players who don’t feel up to the challenge, they can take a alternative route with some precision jumps between narrow platforms instead.

To make their way across a river of lava, the player needs to swing their way over it. Combined with a reversed magnetic panel, this section serves as the hardest point in the level.

At the end is a elevator that requires the magnet to lift them up to the top floor where the final encounter takes place.

SECTION 7 - THE FINALE

The final room requires that you carry a crushing ball into a generator to open the cage where friendly NPCs are imprisoned.

Lots of enemies are waiting for your arrival, fortunately the player can use the magnet to drop the ball down a ramp and play bowling with the first ones and later use it as a shield against enemies with rocket launchers on top of platforms above.