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Beats Per Minuteman

Level Overview

Fallout 4

Engine: Creation Kit

Time: 8 Weeks

Quick Summary

“Beats Per Minutemen” is a single-player quest in Fallout 4. The player encounters a woman named Ann P. See who is a recruiter for the Minutemen. She informs the player that she recruited Synths that had escaped the Institute to give them a new life, but they are abusing their freedom and tarnishing the Minutemen name by blasting music and partying. Ann P. See asks you to help her and gives you a special gun to kill these Synths by shooting them on beat to the music, their most vulnerable state and save the reputation of the Minutemen.

Base Parameters
  • 1 Main Quest

  • Shoot on Beat

  • Upgrade weapons when shot on beat consecutively

  • Have environmental hazards activated by beats

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Map

BPM Map
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Design Goals

1. New Mechanics through Scripting
2. Incorporate the Fundamentals of Level Design
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1. New Mechanics Through Scripting

I try to push the boundaries of each engine I'm given by implementing new mechanics through scripting and seeing how much the engine can handle.

I wanted to implement a rhythm like mechanic within Fallout 4. I took inspiration from the game Bullets Per Minute and tried to have a similar rhythm mechanic where the player has to shoot enemies and objects on beat to effect them.

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The Script

Hazard Scripted Mechanic

Players can shoot anything that is "blinking" to interact with it. They each do something different from falling onto enemies or breaking apart to explosions.

Weapon Upgrade Scripted Mechanic

After the player hits on beat 8 times in a row, the player will have an upgrade where they can kills actors with one shot on beat. However, if messed up they will switch back to their original weapon.

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2. Incorporating the Fundamentals of Level Design

Sight Lines

Weenies

Conveyance

Teaching the Player

Beats Per Minuteman
Full Gameplay

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Postmortem
What Went Well?
  • Coming up with interesting and new mechanics and ideas.

  • I wanted to showcase scripting in Creation Kit and I was able to do so by having multiple scripts all interacting with each other.

  • Able to quickly action-block and get the mechanic working.

  • Able to have a foundation of layout written down initially and translating it into the engine quickly.

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What Went Wrong?
  • I focused significantly on the scripting that I lacked in aesthetics.

  • Because so much focus was on scripting, a lot of softlocks arose when playtesting but were ironed out over time.

 

What I learned
  • I learned that having a strong LDD and foundation helps the entire process of the level. Being able to not have to adjust the layout saves a significant amount of time.

  • Having the action-blocks and growing out from them helps significantly and allows me not to have to start from scratch when creating a level. 

  • I learned more scripting techniques within Creation Kit.

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