


Bombs Go Boom
Level Overview
Dying Light
Engine: Chrome Engine
Quick Summary
“Bombs Go Boom” is a single-player quest in Dying Light where the player places bombs given to them on pillars in a deteriorating construction building while grabbing antizen that is inside. However, while almost completing their quest, the bombs malfunction and detonate, causing debris and explosions to occur all around the player. The player must backtrack the way they came to escape the building while avoiding the falling debris and explosions.
Base Parameters
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1 Main Quest and 1 Side Quest
-
1 Exterior and 1 Interior Play-space -
Playable space no bigger than 5x5 Dying Light Terrain Tiles -
Between 7-10 minutes of playtime
Map

Initial Map Design (flow from from bottom left following Orange Arrow at HRStart 1st Floor, HRA Balcony, HRA Rooftop, HRA 1st Floor, HRA 2nd Floor, HRB 1st Floor, HRB 2nd Floor, HRA 3rd Floor, then back in the opposite order).
Design Goals
1.
Scripting Dynamically Changing Level while Backtracking
2. Multiple Paths and Shortcuts
3.
Conveyance
1. Scripting Dynamically Changing Level while Backtracking

The initial part level is abundant with parkour skills. However, on the way out of the level, the player has to backtrack through the dynamically changing level. Areas that were blocked off before are now available and areas that used to be available are now blocked off. To achieve this, creative scripting was involved.

Destructable objects are not in the game by default so I had to come up with a creative solution. To make concrete blocks fall, DI Explosion Switches were used to push the objects downwards after being triggered by collision boxes that the player runs through.

DI Explosion Switch
Collision Box
Areas that have been blocked off now fall to lower floors through scripted sequences and create a new passageway for the player to experience.
Blocked off areas open up
Paths that were initially blocked...
...are now open on the way back


2. Multiple Paths and Shortcuts
The player can go the main route which is what the majority of the conveyance is guiding them towards or the player can take these different pathways to get to the end faster.


3. Conveyance
From Whitebox to Launch


