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Eternal Cure

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Design Document

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Level Overview

Level Summary:

        Eternal Cure is a stand alone quest in The Elder Scrolls V: Skyrim. The story is about whether to sacrifice an innocent people to save a girl. The level has an optional side quest with a spell book reward. Depending on the player's choice, the main quest has two endings. Different choices also lead to two different boss fights. Two bosses have different abilities and combat styles. In one story branch, one boss becomes an ally and fight with the player. The map includes a dungeon and a small valley. The dungeon has three trials with different gameplay elements: combats, riddles, and traps. The player needs to finish all three trials to progress. Different endings reward the player with different items: an ancient spell book or a mighty sword. 

Level Screenshots:

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Level Milestones:

  1. Design Document - 1 week

    Initial game idea, level design document, level metrics, map design, narrative design
  2. White Box - 1 week

    Basic geometry & layout, basic narrative go through, play test & feedback
  3. Gameplay - 2 week

    Narrative elements, scripted objects, quest stage scripting, two endings, play test & feedback
  4. Aesthetic - 1.5 week

    Detailed geometry, level decoration, cluttering, environmental lighting, play test & feedback
  5. RTM (release to manufacture) - 0.5 week

    Bug fixing, update level design document

Level Spotlights

 

Boss Fight

Near the end, the player experienced an epic boss fight.

        Eternal cure features many unique things that do not exist in the original game. The level has an exterior environment (a valley) and two interior environments (a cave and a dungeon). The dungeon was full of scripting events, and the player spent most of their time there conquering challenges. There was an optional side quest that rewarded the player a helpful spell. Depending on the choice, the player faced a mage boss or a druid boss in the end. Two bosses have different abilities and fighting styles. If the player were facing the mage boss, the druid boss would join the battle as an ally. The player would get a powerful spell book or a mighty sword as the reward depending on their previous choices. With quest branches, scripted elements, and mysterious environments provided a memorable game experience.

 

Postmortem

What Went Right

What Went Wrong

What I learned

  • Scripting in the game worked well and served the purposes

 

  • Two boss fights were exciting and different

 

  • Two ending with different rewards were satisfying. 

 

  • I successfully connected the exterior environment and interior environment without any teleportation

  • There was too much text to read in the quest

 

  • Some meshes in the level had LOD issues and disappeared some times

 

  • The level was over decorated and took me some time to hide some clutters 

 

  • Some enemies were too powerful if the player was playing as a lv1 character 

  • CreationKit crashes a lot, save more!

 

  • Be prepared to spend more time than usual if I try to do something that does not exist in the original game

  • Lighting is a huge part of the game experience, especially for interior environment

  • Few people read the actual text about storylines

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© 2018 by Frank Xu

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