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Wonderland Heist

This side project was made as part of an assignment for my Game Level Design subject and Multiplayer Game Design subject. For this assignment, theme was given during the class and we have the choice to choose at least one of the themes.

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From this, I came up with this side project created by Miliastra Wonderland from Genshin Impact called Wonderland Heist, the themes that I choose is:

  • We need Money

  • Minigames

Game Summary

You and your friend are two thieves desperate for money, so you decide to do a heist in a Big Heavily Guarded Compound but it will be guarded by enemies. Due to mishap during the break-in both players spawn on completely opposite sides of the map one player has a stun skill and another one doesn't have any. 

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Your objective is to navigate the compound, find the red crystal, loot the treasure chests, and safely make it to the extraction zone. One player must use their stun skill to protect them, forcing players to stick together and rely on each other to survive and escape.

Level Name: The Wonderland Wealth Big Compound

Design Intention: The goal is to give players the experience of cooperation, teamwork, planning and risk vs rewards as a duo. Playing as duos is a MUST to complete the game. Another goal is to create a bonding activity between both players.

Summary of the Level

The level setting is in a big compound of wealthy family in the wonderland, they are obsessed with showing off their wealth and that makes them leaves their chest and treasure within the mansion area whether inside or outside. The mansion is being guarded by their guards to protect their wealth.

 

The game level is created to encourage player to explore and discover but at the same time, they need to be planning and require a teamwork and cooperation. There is no intention to make player lost in the map but somehow get confused with it.

Game Mechanics

Hacking Minigame

Players required to hacking through systems to open the gate to proceed to the next part of the map. Visual cue was use on this mechanic, communicating which hacking terminal belongs to the door will be open. Players are required to communicate with each other, some of the gates need for your partner to open it for you.

Once player interact with a hacking panel, player need to:

  • Press the button as it shows to boost the hacking progress, each button succeed will be 20% of the hacking progress (to get the door open is to reach 100%)​

Design Goal: To give player a sense of urgency and give an elements of teamwork and cooperation.​

Primary Target

Players need to find and loot the primary target to fulfil the goal, after players find the primary target, players are allowed to proceed to extraction

Design Goal: Having a primary encourages player to get to the final area and priorities.

Secondary Target: Chest

Players need to find and loot the secondary target which is chests. Looting the chests will give player "Money" bar progress. There is 3 types/rarity of chest that gives different amount of money

Design Goal: Wanted players to explore the level.

Pressure Plate

Players are need to step on plate on the floor to open the gate to proceed, some of gate, need a help from your partner to open it for you. Visual cue was use on this mechanic, communicating which plate is the gate belongs to.

Design Goal: To give an elements of communication and teamwork

Extraction

After players pick up the “Primary Target” and get the required amount of money, both players need to find a place to extract to complete the level, failed to extract will give player a hard chance to survive.

Design Goal: Give player a simulation of doing the heist and teamwork since both players are needed to be at extraction zone. Leave no man behind.

Stun Skill

One of the player will have a stun skill, stun skill can be use to avoid from enemies to attack you and you can use it to defense yourself, your partner and flee from the enemies. Use to stun the enemies but using it will also have a cooldown.

Design Goal: Use it as minimal defense but also useful tools. Defending your partner are crucial and can give a sense of teamwork and companionship.

Big Blue Tree (Weenie/Landmark)

Big Blue Tree that is in the objective section is a weenie and also a landmark that can be use to guide player on "where they are" and where to go" player can see from a far for the Big Blue Tree

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