Blink

Blink and you will miss it

Game Description

Blink is an First Person Shooter game with a twist. It starts with the concept that imagined. Where I was wondering how a game would play if every time you killed the enemy player you teleported to their location or had the option to. This concept creates a lot of fun gameplay mechanics and really can change how the game is played game mode to game mode which really excited me. I also knew it could really challenge me when it came to designing maps for PvP. Because the mechanics would force players to move.

Design Process

Before I headed into Unreal Engine to create a prototype with the help from some of my friends. I wanted to make sure I had Design Document for the game. Nothing to complicated or deep but something I could look back at and reference to make sure im staying true to my concept for the game. Understanding what the game would require but also what some of its restraints were. Deciding what game modes to have in the project well also concepting new game modes. I was also concepting the abilities for the game to add more depth outside of the teleporting mechanic. I wanted this all in mind before I got the prototype working and before I started designing maps in mind for the game

Instant vs Choice

Something we are still trying to see works best with the game. And something that was debated when concepting the ideas and getting feedback from friends was the idea of should teleporting be instant/forced or should it be an option for the players to use. Going through the playtest has shown some advantages for both. I have also noticed for certain game modes one option works better. For instance when the game mode is already tactical like Search and Destroy I think it makes sense to make teleporting forced for each kill because the player is aware of the importance of their life each round already. However for a respawn game mode not having the option does feel like players have to be put in bad situations and the gameplay can become more chaotic. I will continue to playtest this until I get a more definitive favorite from people testing it. Or it might ended being game mode dependent.

Abilities

The abilities players have to use from allow for more depth to the teleporting gameplay. It makes it so players can approach certain situations different, work as a team, use them in certain game modes for certain effects. It makes the core teleporting mechanic the game has and still adds options for how players want to use it. I also kept in mind that these abilities need to be nerfed so I do have a delay or a recharge on them so players cant use them with every kill.

I have abilities split into two types at the moment:"

  1. Movement: These are abilities that give you other ways to teleport around the map or move quicker around the map without having to always kill an enemy player.

  1. Teleport: These abilities occur when you kill an enemy player. And only activate at those moments where movement abilities do need you to kill an enemy player to activate.


Dash: Is a simple ability but its something that allows players to move around the map quicker through lanes or during gunfights to put themselves in the best position. After the player uses both dashes there is a recharge on the ability before it can be used again.

Explosion: Is a an ability that can allows you to pick up multiple kills if enemy players are close by. You teleport to that location and an explosion is set off killing/damaging other players around. We are also testing if the player using the ability should also die but most players seem to prefer living afterwards.

Shapeshifter: Is another way for the player to teleport. By shooting at items placed around the map they can use those to teleport new locations. Although it can be easily countered by players just destroying those items. There is still a lot of potential to develop the ability more moving forward.

Throwing Knife: Is like a curveball ability that if it is used meticulously players can think 5 steps ahead. Or maybe they just need to use to in a pinch to escape. It has many uses in my opinion.

Grenade: Is another way to teleport, allowing you to change your verticality quickly if you need be or retreat to a different location. Its another option where you don’t have to kill a player to teleport.

UAV: Is an ability that can give a player and their team information. It just requires the playing being precise with its kill. If they get a headshot kill the player will get an active UAV which can tell you where enemy players are at.

Invisibility: Is an ability that can give a player a stealth option after teleporting. An ability that can allow them to escape after getting a kill or maybe use it as a way of getting behind enemy lines.

Smoke: Is the ability that can give you some instant cover after teleporting. Or it could maybe create a distraction for your team. Just like invisibility it can also allow players to slip away out of another fight.

Swap-friend. Is a forceful ability, although it can be used to help a teammate and you reposition its really all in the control of the player who has the ability selected. Its one of the more fun and chaotic abilities that I concepted. But if communicated with a teammate can be one of the most useful.

Option: Is a taking the players instance teleporting and giving them the option to teleport and turning that into an ability. It was another way for me to do some testing and still give players options to test with the mechanics.

Influential Spawn System


Since are main game modes at the moment revolve around respawn game mode. I had to design spawn logic for the FPS template to work better for the gameplay. I was trying to do my best to prevent easy spawn trapping. So after doing some research I was able, using Unreal Engine blueprints to create an influential spawn logic. The influences used to give players a better spawn revolve around proximity to ally teammates, proximity to enemies, dead player influences and available spawn points on the map. This all works to try and find the best available respawn point for the players when they respawn. Where I feel like it fails at times it still when it comes to vision. I want to get it to a point where if an enemy player looks in the direction of a new spawn point the system recognizes that and will look for a better option so a player does not spawn and immediately get killed.

Artifacts

Artifacts is a custom game mode that I concepted with Blink game mechanics in mind. It was also apart of my original game design document.

The idea of the game mode is that there are two maps. Each map is the home base for each team. Players at the start of the match can decide if they want to help defend the enemy team from taking artifacts from their map or attack the enemy teams map to steal their artifacts. Whichever team collects the most artifacts or reach is a score limit wins the game.

At the start of the match and every time you have the option to respawn players are given the option to decide what map they want to start the game at or respawn back into the game. Giving them option to decided if they want to attack quickly and get points for the team or try and defend.

There is roughly 10-15 artifacts placed around each teams map. You can only pick up the artifacts on the enemy map and bring them back to your teams map to deposit them at your teams bank. However when you pick up an artifact you no longer have access to your gun. You can hold up to 3 artifacts at once.

The deposit banks are the glowing purple orbs near each teams starting spawn on their maps. This is the location that players want to bring artifacts to deposit and gain points for their team

The green glowing triangles on each map are portals to the other map. They will teleport you to a portal on the other map but once that happens players cant jump back into that portal to get back. They have to find another green portal to switch maps again

The yellow glowing triangles on each map are portals from the other map. These are the spots players will teleport to from the other map but they can not be used to teleport to the other map.


Search and Destroy

I have also been trying the mechanics on a more technical and tactical game mode like CSGO/CODs round based bomb planting and defusing game. It fits very well with the core teleporting mechanic and really allows the abilities to be used in a tactical manner to win each round

Conquest

I have also been testing the mechanics with a simple objective based game mode similar to Call of Duty’s domination or Battlefields conquest. Its a game mode that I feel can fit very well with almost any map. And still allowing the mechanics of the game to flourish

The Maps


Sunlight Museum

The Grand Library

Step Stones

Hallowed Grounds

Seaside Railway Station

Banana Republic

Meridian

Downtown

Conclusion


I am very proud of the development and concepting that I have done with my game Blink. It has allowed me to stay motivated and creative as I improve my skills as a level designer and a game designer in this case as well. It has challenged me when coming up with new level designs for FPS games. It has also given me a new perspective on how to get feedback when it comes to how mechanics are working with a game. But also how the mechanics and the level designs need to work and flow well together to create a fund gameplay loop that players want to return to. I am not finished with the project as there are more maps I would like to design for the game and more abilities I would like to add and who knows a few more game modes. But the game is in a state that I feel like it is a great addition to my portfolio.