2 weeks full-time. Created with Unreal Engine
This is a hub-town where the player will uncover a horrifying story and tip the scales between four factions.
The aftermath will be displayed throughout and unlock gateways to adjacent levels.
NON-LINEAR LEVEL DESIGN
Each path is designed to lead the player toward Palace Garden.
Commoner dialogue on key locations also help guide the player.
Aiding player exploration is the unique themes of each area, as well as their specific landmarks.
 Each area have one Faction Mission.
Reward: Valuable faction information and a specific reason to seek Palace Garden.
 Additional opportunity to learn more about other factions.
 Interactions. At the Market Docks the player may trade rare materials.
- Moving AI
- Simple placeholders
- Additionally, npc's such as the merchant from distant Springland help flesh out a world beyond the hub-town.
VISUAL SCRIPTING IN UNREAL ENGINE
On timer a foreshadowing fog spawn and, after delay, camera filter and monsters appear.
The player may "banish" monsters one by one, but only the Epic Event at Palace Garden may rid the Monster Event completely.
SIMPLE DIALOGUE SYSTEM
To simulate voice-lines I created a simple system displaying dialogue on the UI. This allows the player to learn, in an organic manner, about Oldwell as well as tales and rumours from around the world.
ADDITIONAL DIALOGUE SYSTEM
Certain NPCs may loop between several lines of text, which I used to offer more direct information to the player.
Each faction offer different interactions, which if successful reward valuable information and hints.
EPIC EVENT AT PALACE GARDEN
If the player choose to start the event a magical vision is shown, giving the player leverage information.
Then the player is forced to pick alignment; Heroic, Neutral or Silent Hero.
Lastly, the player is forced to pick a second option; which depending on first pick could either be between Ocea's Temple, Mages of Durma, Adventurers' League, The Red Guild or None.
This will change features and all dialogue throughout Oldwell.
MEET THE FACTIONS
Above you can see how the player's roleplaying choices merge with each factions.
 Townsguard. These enforcers of law are ordinary people who've enlisted themselves to the service of The Lords of Oldwell.
 Ocea's Temple aid elderly, sick and poor, but in return expect gratitude towards their goddess Ocea.
 The Mages of Durma with tireless magic experiments and research they seek enlightenment.
 Members of the Adventurers' League, the only thing these individuals truly share is the longing to travel and explore. Their strength lies in numbers, though some individuals excel more than others.
 The Red Guild, expensive mercenaries with a secret scheme in the bigger picture of things.
INTRIGUE & STORY
I wanted to player to feel as if stepping onto the stage of
a theater mid-play, with a story already in motion.
I needed each faction to interact with one another, for the sake of believe-ability.
- Ocea's Temple bare a fanatic hate towards The Mages of Durma.
- The Mages of Durma only care about their research.
- The Adventurers' League contain many allegiances.
- The Red Guild try to manipulate all others, but fears the Adventurer's League.
The list goes on.
Thank you for taking an interest in this project!
I look forward to one day create something similar.
([Oldwell] from the name Othell. Related to Jótheid, a simplification of Jotunheid, which in ancient tongue translates to "Hill of Giants".)