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Trials of Tarya Gratar - 'The Docks'

Trial of Tarya Gratar - the endgame mode for Outriders Worldslayer expansion where player is challenged to complete a set of hand-crafted arenas each with unique setting and combat experience.

Tarya Gratar - The Docks
- blockout and geometry, POI's and merge with Art
- pre-combat/combat scripting
- pacing and intensity
- custom animation loops and events

Tarya Gratar - The Docks
- blockout and geometry, POI's and merge with Art
- pre-combat/combat scripting
- pacing and intensity
- custom animation loops and events

Level consists of two main arenas - confined cover-based maze of the docks player has to push through first in order to reach a trapped supply ship with rewards inside.

Level consists of two main arenas - confined cover-based maze of the docks player has to push through first in order to reach a trapped supply ship with rewards inside.

I thought it would be cool to have Sciathan birds circling around their nest in background while the player pushes through horde of Feral enemies so I did that. Later, of course, player has to encounter those on their way.

As usual, I've setup a pre-combat state for Feral enemies as well, minding their own business before player arrives.

As usual, I've setup a pre-combat state for Feral enemies as well, minding their own business before player arrives.

From the start player has an option to capture a high ground and use it as advantage against approaching enemies, or choose one of the available paths and dive right into the close fight (depending on class and playstyle)

Arena features and number of choke points to challenge the player against large waves of enemies. While it has plenty of covers, staying in one spot is not recommended. Also snipers from the Tower won't let you chill for long :)

If you do, though, expect to be overwhelmed by a number of tougher enemies pushing you back and forcing you to find alternative routes.

Which you have plenty, just mind those snipers and grenades falling on your head.

While most of the arena is rather open and easily readable, I also tried to have areas where player would feel tension and would have to remain vigilant while navigating narrow corridors of one of the paths.

Upon claiming the sniper's Tower player now has access to second part of the arena. Unfortunately, here was another beat that didn't make it into the final version - a support ship with a huge wave of reinforcements player would have to defend against.

This beat I really like - I was lucky to design, request and implements this whole set of animations where creatures 'greet' the player for the final stand. This arena posed a good challenge with a mix of tough ground enemy and agile airborne hazard.

And of course and satifsying reward at the end :)

Few snaps of early stage blockout below.

Few snaps of early stage blockout below.