top of page
BeyondTheTicking_Cover.jpg

MILESTONE 02

Second version build process

STORY BEHIND

After confirming that my long-term career path would focus on MMORPG design, I wanted to incorporate some of that genre’s core elements into this demo to make it more complete and meaningful.

 

However, with only three weeks of development time, building a full MMORPG—especially with multiplayer networking—was unrealistic.

image.png

So instead, I decided to focus on two essential experiences which are also important in MMORPGs

  • Multi-class gameplay

  • Character progression systems

 

My goal was to preserve the spirit of an MMORPG—versatility, growth, and mastery—within the constraints of a small-scale single-player prototype.

image.png

Some games which are not MMOs have already used these elements for building their core systems, which are also the references that I can learn from.

  • Monster Hunter series: Multi-class gameplay

  • Expedition 33: Character progression systems.

DESIGN PROGRESS

1. Planning

  • Refactor and clean up legacy code

  • Rebuild and optimize the locomotion system

  • Design and implement new systems:

    • Skill Tree

    • Class Switching

    • Checkpoint & Respawn System

  • Level grayboxing and puzzle design

2. Implementation

2.1 Refactoring Legacy Code

The first version of this project was developed under a tight schedule, and as my first fully independent combat demo, the internal structure was messy and inefficient.


Variables and data were scattered across multiple blueprints, making debugging and updates very time-consuming.

image.png

To solve this, I rebuilt the data framework using Primary Data Assets, Data Assets, and Blueprint Components—allowing for centralized data management, clean structure, and easy future expansion.

image.png

In the original version, enemy blueprints duplicated logic for damage, attacks, and AI behavior. This approach wasn’t scalable.

image.png

I restructured the enemy system using parent-child blueprint inheritance: a single Master Enemy BP now handles shared logic, while individual Child BPs manage unique behaviors or abilities.

2.2 New Systems Design

  • Learn and upgrade skills using skill points

  • Dynamic updates based on the current class

  • Handles skill acquisition, resource usage, and UI integration

SKILL TREE
  • Allows players to freely switch between different classes

  • Each class features unique skill sets and combat styles

CLASS SWITCH

  • Records checkpoints as the player progresses

  • Upon death, the player respawns at the most recent checkpoint

  • Skill tree and class switching are only available within checkpoint zones

CHECKPOINT / RESPAWN

2.3 Level Grayboxing & Puzzle Design

Level design follows a loop-based exploration pattern—small combat zones, mini-puzzles every 5 minutes, and optional treasure rooms encouraging exploration.

Players must memorize the random order in which light stones activate, then reproduce the correct sequence to remove obstacles blocking progress.

MEMORY PUZZLE
HEARING TICKING
  • Players listen carefully to a series of clock ticks—the number of ticks corresponds to an hour on the clock face.

  • They must then rotate the clock’s hands to match the correct time before the timer expires.

  • This mechanic serves as both a standalone puzzle and a tutorial for future boss mechanics, training players to observe and react under pressure.

Dev Timeline

Contact Me

  • linktree-logo-icon
  • AdobeStock_1537955393_edited
  • LinkedIn
  • Discord

Lei Du , Game Designer, China/ United States

bottom of page