MMORPG Dungeon - WIP

 
 

MMORPG Dungeon

This is my first real attempt using Unity to create a blockout from start to finish. I will be using ProBuilder and ProGrid to create this level.

Progress has been a bit slow due to the nature of finishing uni and looking for work, but here are the first screenshots of the opening sequence of the dungeon.

This is a dungeon heavily influenced by Shadowfang Keep in World of Warcraft (SFK). I have been heavily influenced by some of the design characteristics of SFK, in particular the pre showing of content to the player before they are able to access it.

I took this concept and created an idea for an opening hallway with a window looking out at the courtyard on the other side of the wall. In a playable version of the level there would be an NPC or other interactable object on the other side of the window, viewable to the player but unreachable. This immediately tickles the player’s interest and urges them to push on to find out what is going on deeper in the dungeon.

I will be using this section of my portfolio as a bloggy area to update this project as I move on with it.

 
 
 

Update 17/7/19

Continued getting in the main spaces of the level in using ProBuilder. This is pretty much finished now and I can begin to work on the actual play spaces inside each room. They are currently just empty boxes as this is the first pass at getting in the main geometry.

I have also started to form the terrain around the buildings. It is still quite rough and there are some gaps but for a first pass, I am happy with it..

 

Update 6/8/19

Slow progress due to being abroad on holiday. However I have now started blocking out and detailing some of the rooms.

This is the first boss room, the boss is a Mad Alchemist who used to be the Lord of the Manor’s personal physician but went mad from testing some of his own remedies. This is one of the rooms that he used to work in and he has come back after being imprisoned to reclaim his precious potions.

I have also added some crude props to start a bit of enviromental story telling as well as giving the ground some interesting shapes with the stairs and broken tiles.

 

Update 6/8/19

This is the Grand Dining Hall. This room features long dining tables, stunning chandeliers and an enormous window boasting impressive vistas of the exterior of the the stronghold.

In a gameplay setting, this room would be filled with disgruntled guests and staff alike, with a boss at the far end of the room. Once the player and their team have fought their way through the various encounters in the room they are met with the Head Chef. The second boss of the dungeon is waiting at the end of the room and he is furious that you have killed all of his staff.

The players are given a lot of space to work with in this room but with very little cover or line of sight they can use to avoid damage. Boss mechanics could include tearing chandaliers from the ceiling creating an ever changing enviroment for the players to work around.