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Elemental Fury

“Elemental Fury” is a single-player Fallout 4 mod that contains nine special weapons and three challenging chambers. The player can experience unique weapons that can never be found in Fallout 4 and defeat enemies with them.

Trailer

Development Info

  • Game: Fallout 4

  • Genre: RPG, FPS

  • Mode: Single Player

  • Team Size: 1 Developer

  • Engine: Creation Kit

  • Development Time: 8 weeks

Responsibilities

  • Documentation

  • Level Design

  • Weapon System Design

  • Quest Design

  • Scripting

  • Lighting

Download

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Unique Weapons

Balanced Experience

Ascending Difficulty

Unique Weapons

  • The map contains three chambers, and each section provides three types of weapons that apply different effects like freeze, shock, and burn to enemies.

  • Nine unique weapons are provided, including three melee weapons, three pistols, and three heavy weapons. Thus, the player has up to 27 loadouts upon their choice, which gives the level much replayability.

  • These weapons deal three types of damage: Cryo, Fire, and Electic, and chambers in each chamber have different element resistances.

Balanced Experience

  • Create and script nine custom weapons using papyrus and editor features.

  • Adjust recoil and fire rate on pistol, rifle, and heavy weapon to create ascending difficulty experience as the player progress.

  • Keep balancing the weapon depends on feedback.

  • All weapons' stats have been tweaked based on enemies' and players' levels.

  • The different weapons should have the same satisfying feeling after combat.

Ascending Difficulty

  • All chambers are designed to have verticality o the player can engage with the best attack angle and avoid bullets with cover.

  • All chambers have ascending difficulty by diversified enemy arrangement.

  • The first chamber is just one weak melee enemy.

  • The second chamber has one melee and one ranged mid-level enemy.

  • The third chamber has six high-level enemies.

  • Add in connections full of loots to relieve the tension curve.

  • Designed most connection areas with environmental storytelling and showed the player what this place could be in the past.

Map Design

Design Goals

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Gallery

Postmortem

What Went Well

  • Create a level with unique weapons.

  • A balanced level, no overpowered weapons.

  • Good Ascending Difficulty, not too hard, not too easy.

  • Good Aesthetics.

What Went Wrong

  • The narrative was too simple, which makes the story doesn't arrtctive.

  • Some enemies' AI seems stupid during combat. Navmesh needs more adjustment.

What I Learned

  • How to make custom weapons in Fallout 4.

  • How to implementation good lighting.

  • How to do special scripting like equip weapon when picked up.

  • How to fake impossible features. For example, a real-time countdown timer.

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