TRPOLA
Introduction
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Solo project
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Narrative-driven RPG town built around a murder investigation
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Player arrives at morning while castle gates are sealed due to a recent killing
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Main objective: Assist the bailiff to uncover the truth and gain access to lord's fortress
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Multiple approaches: track clues, persuade NPCs, or threaten suspects
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Town layout supports investigation flow and player exploration
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Clear social zones: market, guard areas, residential district
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Environmental storytelling used to guide player without markers
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Inspired by The Witcher 3 and Kingdom Come: Deliverance
Project Details
Pre-Production
References & Ideation Phase
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Combined grounded medieval realism with branching quest structure
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Designed multiple solutions based on player choice and playstyle
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Created a narrative and quest flow board during ideation
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Structure inspired by “Wild at Heart” quest (The Witcher 3)
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Defined investigation flow, key decision points, and multiple outcomes
Level & Quest Beats
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Main challenge: Guide player without heavy UI markers
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Used town layout, NPC routines, and mystery to drive exploration
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Encouraged curiosity instead of objective-following behavior
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Guided progression through environmental clues and spatial hints
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Added Persuasion or Threat dice checks at major quest stages
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Included optional discoveries for deeper exploration
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Placed rewards at key investigation points
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Structured quest into 7 stages with steady difficulty and key twists
Paper Design
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Researched urban planning and real settlement structures
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Applied real-world layout principles for believability and readability
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Estimated required building count before layout design
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Created town plan using a grid-based approach
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Iterated layout 4+ times to improve function and visual logic
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Moved final layout into Unreal Engine for blockout
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Documented research findings on Urban Planning
Level Beats

City Gate - Intro
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Reach the town gate.
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Guards stop the player due to a recent murder inside the city.
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Choose a dialogue response:
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Persuasion
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Threat
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Guards warn the player to report directly to the Bailiff.
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Objective updated: Speak with the Bailiff in the town square.

Square - Announcement
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Move through the town toward the main square.
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Notice a large crowd gathered in the center.
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Approach the crowd.
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The Bailiff’s assistant announces that Martha, the farmer’s wife, was murdered last night.

Bailiffs Office - Quest Giver
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Approach the Bailiff’s office in the town square.
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Speak with the Bailiff from below his balcony.
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Request access to the castle / meeting with the lord.
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Bailiff refuses access due to the ongoing murder investigation.
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New condition revealed: The case must be solved before the castle gates reopen.
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Optional: Attempt to negotiate extra reward money.
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Receive investigation responsibility from the Bailiff.
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As the player leaves, a town guard mentions food distribution at the tavern in Martha’s memory.
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Objective updated: Eat some food.

Tavern - Food and Questions
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Arrive at the tavern.
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Speak with the innkeeper about the murder.
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The innkeeper explains that the victim’s family lived quietly and kept to themselves.
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He mentions they were foreigners and rarely interacted with the town.
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According to him, the blacksmith was the only person close to the family.
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During the conversation, a maid approaches the player.
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She insists the player should inspect the corpse.
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The maid claims the monster attack is punishment from God.
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Objective updated: Talk to the blacksmith.
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Objective updated: Examine the corpse behind the church.

Blacksmith - Side Quest
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Locate the blacksmith’s workshop.
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Subtle audio cue: hammering sound near the gate area hints at the location.
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Attentive players can find it without opening the map.
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Speak with the blacksmith.
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The blacksmith is hostile and refuses to cooperate.
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He says he has too much going on and cannot help the player.
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Ask why he is acting this way.
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The blacksmith reveals that his wife and child are missing.
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He fears the same monster that killed the farmer’s wife may have taken them.
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The player offers to track the family's scent.
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The blacksmith refuses the offer.
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Objective updated: Find out why blacksmith acting weird.
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Objective updated: Continue the investigation.


Blacksmith - Side Quest
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Find an alternate way to enter the blacksmith’s house.
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Search the interior for clues.
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Discover evidence that the blacksmith has been abusing his family.
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Use tracking ability to locate footprints leading away from the house.
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Follow the tracks toward a small worker cabin near the tavern.
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Discover that the cabin belongs to the maid who previously spoke with the player.
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Confront the maid.
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The woman begs the player to continue the investigation.
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She reveals she tried to redirect the player toward the graveyard instead of the blacksmith’s home.
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Her intention was to protect the missing family while the truth is uncovered.
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Objective updated: Continue the investigation at the graveyard.


Graveyard- Where is the finger
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Inspect the corpse.
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Notice three unusual details:
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A portion of the body is missing.
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One finger has been cut off.
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A huge bite mark is visible on the body.
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Detect a wolf scent coming from the corpse.
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Observe that the missing finger wound is fresh and smells like steel.
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Question the gravedigger about the missing finger.
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The gravedigger appears suspicious.
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He admits the victim had a silver ring, but the finger was too swollen, so he cut it off to take the ring.
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Ask the gravedigger about the missing parts of the body.
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The gravedigger tells the player to investigate crime scene.
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Objective updated: Visit the crime scene.

Field - Crime Scene
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Examine the area.
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Discover a large pool of blood and tracks left by a huge creature.
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Follow the monster tracks toward an abandoned windmill.
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Investigate the windmill interior.
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Notice signs of destruction:
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A massive chain
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A smashed wall
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Deep claw marks across the structure
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Spot human footprints on the other side of the broken wall.
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Follow the tracks away from the windmill.
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Discover the farmer lying on the ground.



Resolution
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Resolution Path
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Wake the farmer.
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Speak with him.
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The farmer explains that his family practices witchcraft.
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A mistake during a spell cursed him with lycanthropy(werewolf curse).
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The previous night he ran to the windmill to chain himself before transforming.
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His wife tried to help him, but it was already too late.
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The farmer accepts responsibility and turns himself in.
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Outcome: The truth behind the incident is revealed and the case is resolved peacefully.
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Violent Resolution
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Execute the farmer immediately.
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Return to the Bailiff.
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Report the situation at the crime scene.
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Outcome: The investigation ends without uncovering the full story.
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Quest complete.
Level Design Techniques

Environmental Storytelling
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Used environmental storytelling to reveal victim’s abuse history and escape
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Communicated murder scene details through props and spatial clues
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Suggested killer is a cursed creature, not a normal human
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Placed narrative hints in blood traces, damage marks, and object placement
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Used abandoned windmill as hidden night shelter for the killer

Lighting
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Created moody and dawn time Central European medieval atmosphere through lighting
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Balanced overcast tone with readable daylight
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Used spot and rect lights to simulate natural interior lighting
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Highlighted missable clues using tracking mechanic
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Supported both atmosphere and investigation readability through lighting

Landscape Creation
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Sculpted terrain to define natural paths and elevation changes
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Used height variation to create spatial hierarchy
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Shaped encounter spaces through terrain features
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Supported level structure, pacing, and atmosphere
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Focused on believable and functional environment design

Natural Guidance
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Demonstrated natural guidance without relying on UI markers
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Directed attention through quest scripting and prop placement
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Used crowd density at city entrance as visual pull
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Placed rotating windmill blades as distant landmark cue
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Reinforced objectives through diegetic dialogue (e.g., guard hinting tavern location)
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Delivered guidance through world logic instead of explicit instructions

Urban Planning
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Applied urban planning research to spatial logic
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Positioned craftsmen away from residential and wealthy districts (noise and smell factors)
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Placed shops along the main street for economic visibility
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Designed districts with local landmarks for orientation
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Added a dominant town landmark visible from most areas
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Enabled city-wide navigation using environmental compass logic
Blockout Process
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Anvil SFX - soundeffectsfactory.com (CC BY 3.0)
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Crowd SFX - https://www.imagefilm.berlin/ (CC BY 4.0)
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Music by Deniz Donat - Spotify Account
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NPC System : Jakub AGLS






























