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Runner
Delivery

  • Project Status: Completed

  • Project Type: Personal

  • Project Duration: 1 week

  • Software Used: Unreal Engine

  • Languages Used: C++, Blueprints

  • Primary Role(s): Designer / Scripter

About Runner Delivery

Runner Delivery is a first-person parkour game that was made for a game development class I took in university called Game Level Design. The idea for the class was to create not only game levels that were fun to play but also consider at what stage of the level a challenge would appear and how to make a level with the mechanics already established in a game. This particular project not only gave me great insight into the considerations needed to  make a really good game level but also better strengthen my understanding and ability to use Unreal and C++

gameplay mechanics

Wall Climb

The wall climb mechanic was added as a way for players to reach vertical spaces in the level, which also added to interesting parkour ""puzzles" players can face:

As mentioned, the wall climb mechanic was not only implemented in the game just because all other parkour games had some form of it in the game but it was chosen as a way for me to make much more interesting terrain and parkour puzzles that the player would need to solve in order to get from point A to point B while being on a timer. It gave the feeling that nothing could stop you in your tracks and if you were to hit a wall, unlike most circumstances, you can literally climb over to get to your objective.

What this does is that it allows for the game level to be varied in how it is constructed with having different challenges that players can face which made for
a better player experience, instead of just jumping on boxes and climbing stairs over and over which isn't as cool as I would like to be for being a parkour delivery man in Runner Delivery. This mechanic also helped with designing the actual landscape of the  city the game would take place and make it feel like an actual dense concrete jungle that people live in without having too many conveniently placed objects to do like parkour, much like in the real world

Gaps between buildings or spaces have always been a thing in parkour games ever since it was first made. It also made sense for there being space between buildings and solid ground for players to run on in a city environment. But just making the players jump on beams or ledges to reach the other side seemed boring and not as cool. I wanted something that would feel like the player while doing parkour in the level felt like they were flowing and continuously moving without having to stop too much.

That's where the wall running mechanic came in. I was inspired to add this into the game after playing Titanfall 2 as it not only felt cool to do but also felt almost natural for the player to be able to do after being able to wall climb. It also felt really good in-game being able to chain multiple wall runs together which made for some really  cool puzzle moments

Wall Run

Wall running was a simple mechanic added into the game that not only helps players cross gaps but also allows them to do so with style while making some parkour "puzzles" feel extremely cool:

in-world NPC dialogue

Having an in-world NPC dialogue in the game made it possible to give exposition to players what and why they are doing certain things in the game as well teach them the controls without having to pull them out of the game:

The NPC dialogue was established as a person talking to the player over the comms while they are doing their first run or "mission" in the game. The idea of including this helped with teaching the players the basics, but also narratively establish the reasons why the player is able to perform wall runs or wall climbs, so that the players don't have to suspend their beliefs so much when they are able to do such a thing and not just leave them to ask why without any explanations.

I was really against the idea of using pop-up text or menus to teach the players these things as it felt really disconnected and did not feel good in terms of the player experience that I wanted to deliver. I wanted players to be in the moment and just flow when playing without having to stop. Much like real parkour. Thus, I included the NPC dialogue system to teach players these things so that flow and immersion would not be broken as much and they can just learn these things while still being on the move. Plus, the mechanic adds to the immersion of being a parkour delivery man for a not so legal employer, running through the city's rooftops with a handler overseeing and talking you through your first job over comms, making sure you don't mess it up, which was what I wanted to go for, narratively.

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