HLA Mod - Compound
PROJECT INFORMATION
Platform: Windows - VR.
Role: Level Designer and Scripter.
Tools: Hammer Editor/Source Engine 2.
Team Size: 1
OVERVIEW
Compound is a Half-Life: Alyx mod that introduces a new mechanic to the game. The mechanic is dimension shift. The player can shift between dimensions according to their will as they try to shut the combine experiment that is causing this shift.
RESPONSIBILITIES
Concept, BSP building, scripting the shift mechanic, prop and texture placement, players spawning, pathing, pacing.
PRE-PRODUCTION
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IDEA
I had finished watching Stranger Things Season 4 and absolutely loved it. I was always fascinated by the idea of an alternate dimension. ‘Upside down’ in the show was exactly that. The idea of having a mirror world that is identical in its layout and geometry but differs in its setting and inhabitants was fascinating to me.

I quickly realized that the game elements in HLA can be divided into two classes: City 17 and Xen. These classes can be used to define two separate dimensions.


I was happy with this idea and felt like this would help me craft a unique story for the level.
But I wanted to do more than just add a new story. I wanted to add something for the players to use. Like a new game mechanic, maybe? I wished to keep the same overall idea and add a mechanic that would pair well with this direction.
After a lot of thinking and googling, I came up with the idea of giving the player the control to switch between these dimensions. I felt like this would add a lot to the gameplay. My brain quickly moved to Titanfall 2's time travel mechanic in the mission: Effect and Cause. That was exactly what I wanted to achieve, but instead of time, it would be switching between different dimensions in this scenario.

PROTOTYPING MECHANIC
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Approach:
I wanted to prototype the mechanic quickly before jumping into level design. The easiest way would be to replicate the level x units away from itself and teleport the player between these two levels. The distance between the different player positions in both dimensions remains constant.

Implementation:
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The player should be able to teleport between two rooms (for starters).
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The player should be able to carry objects between the two dimensions. This will provide a lot of opportunities to create puzzle scenarios.
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When the player jumps dimensions, there should be an indication of where the NPCs are in the other dimension. This is important as it indicates the position of the NPC and allows the player to re-position better to their advantage. For the prototype stage, I added a floating blue orb to indicate that.


REFERENCES
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BEATS IN THE LEVEL
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Following the 4 part story structure of Ki-sho-ten-ketsu to pace out the story and gameplay beats in the level.

TOP DOWN VIEW OF MAP
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