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TRPOLA

Introduction

  • Solo project 

  • Narrative-driven RPG town built around a murder investigation

  • Player arrives at morning while castle gates are sealed due to a recent killing

  • Main objective: Assist the bailiff to uncover the truth and gain access to lord's fortress

  • Multiple approaches: track clues, persuade NPCs, or threaten suspects

  • Town layout supports investigation flow and player exploration

  • Clear social zones: market, guard areas, residential district

  • Environmental storytelling used to guide player without markers

  • Inspired by The Witcher 3 and Kingdom Come: Deliverance

Project Details

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Pre-Production

References & Ideation Phase

  • Combined grounded medieval realism with branching quest structure

  • Designed multiple solutions based on player choice and playstyle

  • Created a narrative and quest flow board during ideation

  • Structure inspired by “Wild at Heart” quest (The Witcher 3)

  • Defined investigation flow, key decision points, and multiple outcomes

Level & Quest Beats

  • Main challenge: Guide player without heavy UI markers

  • Used town layout, NPC routines, and mystery to drive exploration

  • Encouraged curiosity instead of objective-following behavior

  • Guided progression through environmental clues and spatial hints

  • Added Persuasion or Threat dice checks at major quest stages

  • Included optional discoveries for deeper exploration

  • Placed rewards at key investigation points

  • Structured quest into 7 stages with steady difficulty and key twists

Paper Design

  • Researched urban planning and real settlement structures

  • Applied real-world layout principles for believability and readability

  • Estimated required building count before layout design

  • Created town plan using a grid-based approach

  • Iterated layout 4+ times to improve function and visual logic

  • Moved final layout into Unreal Engine for blockout

  • Documented research findings on Urban Planning

Level Beats

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City Gate - Intro

  • Reach the town gate.

  • Guards stop the player due to a recent murder inside the city.

  • Choose a dialogue response:

    • Persuasion

    • Threat

  • Guards warn the player to report directly to the Bailiff.

  • Objective updated: Speak with the Bailiff in the town square.

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Square - Announcement  

  • Move through the town toward the main square.

  • Notice a large crowd gathered in the center.

  • Approach the crowd.

  • The Bailiff’s assistant announces that Martha, the farmer’s wife, was murdered last night.

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Bailiffs Office - Quest Giver

  • Approach the Bailiff’s office in the town square.

  • Speak with the Bailiff from below his balcony.

  • Request access to the castle / meeting with the lord.

  • Bailiff refuses access due to the ongoing murder investigation.

  • New condition revealed: The case must be solved before the castle gates reopen.

  • Optional: Attempt to negotiate extra reward money.

  • Receive investigation responsibility from the Bailiff.

  • As the player leaves, a town guard mentions food distribution at the tavern in Martha’s memory.

  • Objective updated: Eat some food.

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Tavern - Food and Questions

  • Arrive at the tavern.

  • Speak with the innkeeper about the murder.

  • The innkeeper explains that the victim’s family lived quietly and kept to themselves.

  • He mentions they were foreigners and rarely interacted with the town.

  • According to him, the blacksmith was the only person close to the family.

  • During the conversation, a maid approaches the player.

  • She insists the player should inspect the corpse.

  • The maid claims the monster attack is punishment from God.

  • Objective updated: Talk to the blacksmith.

  • Objective updated: Examine the corpse behind the church.

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Blacksmith - Side Quest

  • Locate the blacksmith’s workshop.

  • Subtle audio cue: hammering sound near the gate area hints at the location.

  • Attentive players can find it without opening the map.

  • Speak with the blacksmith.

  • The blacksmith is hostile and refuses to cooperate.

  • He says he has too much going on and cannot help the player.

  • Ask why he is acting this way.

  • The blacksmith reveals that his wife and child are missing.

  • He fears the same monster that killed the farmer’s wife may have taken them.

  • The player offers to track the family's scent.

  • The blacksmith refuses the offer.

  • Objective updated: Find out why blacksmith acting weird.

  • Objective updated: Continue the investigation.

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Blacksmith - Side Quest

  • Find an alternate way to enter the blacksmith’s house.

  • Search the interior for clues.

  • Discover evidence that the blacksmith has been abusing his family.

  • Use tracking ability to locate footprints leading away from the house.

  • Follow the tracks toward a small worker cabin near the tavern.

  • Discover that the cabin belongs to the maid who previously spoke with the player.

  • Confront the maid.

  • The woman begs the player to continue the investigation.

  • She reveals she tried to redirect the player toward the graveyard instead of the blacksmith’s home.

  • Her intention was to protect the missing family while the truth is uncovered.

  • Objective updated: Continue the investigation at the graveyard.

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Graveyard- Where is the finger

  • Inspect the corpse.

  • Notice three unusual details:

  • A portion of the body is missing.

  • One finger has been cut off.

  • A huge bite mark is visible on the body.

  • Detect a wolf scent coming from the corpse.

  • Observe that the missing finger wound is fresh and smells like steel.

  • Question the gravedigger about the missing finger.

  • The gravedigger appears suspicious.

  • He admits the victim had a silver ring, but the finger was too swollen, so he cut it off to take the ring.

  • Ask the gravedigger about the missing parts of the body.

  • The gravedigger tells the player to investigate  crime scene.

  • Objective updated: Visit the crime scene.

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Field - Crime Scene

  • Examine the area.

  • Discover a large pool of blood and tracks left by a huge creature.

  • Follow the monster tracks toward an abandoned windmill.

  • Investigate the windmill interior.

  • Notice signs of destruction:

  • A massive chain

  • A smashed wall

  • Deep claw marks across the structure

  • Spot human footprints on the other side of the broken wall.

  • Follow the tracks away from the windmill.

  • Discover the farmer lying on the ground.

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Resolution.gif
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Resolution

  • Resolution Path

  • Wake the farmer.

  • Speak with him.

  • The farmer explains that his family practices witchcraft.

  • A mistake during a spell cursed him with lycanthropy(werewolf curse).

  • The previous night he ran to the windmill to chain himself before transforming.

  • His wife tried to help him, but it was already too late.

  • The farmer accepts responsibility and turns himself in.

  • Outcome: The truth behind the incident is revealed and the case is resolved peacefully.

  • Violent Resolution

  • Execute the farmer immediately.

  • Return to the Bailiff.

  • Report the situation at the crime scene.

  • Outcome: The investigation ends without uncovering the full story.

  • Quest complete.

Level Design Techniques

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Environmental Storytelling

  • Used environmental storytelling to reveal victim’s abuse history and escape

  • Communicated murder scene details through props and spatial clues

  • Suggested killer is a cursed creature, not a normal human

  • Placed narrative hints in blood traces, damage marks, and object placement

  • Used abandoned windmill as hidden night shelter for the killer

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Lighting

  • Created moody and dawn time Central European medieval atmosphere through lighting

  • Balanced overcast tone with readable daylight

  • Used spot and rect lights to simulate natural interior lighting

  • Highlighted missable clues using tracking mechanic

  • Supported both atmosphere and investigation readability through lighting

Landscape Creation

  • Sculpted terrain to define natural paths and elevation changes

  • Used height variation to create spatial hierarchy

  • Shaped encounter spaces through terrain features

  • Supported level structure, pacing, and atmosphere

  • Focused on believable and functional environment design

Natural Guidance

  • Demonstrated natural guidance without relying on UI markers

  • Directed attention through quest scripting and prop placement

  • Used crowd density at city entrance as visual pull

  • Placed rotating windmill blades as distant landmark cue

  • Reinforced objectives through diegetic dialogue (e.g., guard hinting tavern location)

  • Delivered guidance through world logic instead of explicit instructions

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Urban Planning

  • Applied urban planning research to spatial logic

  • Positioned craftsmen away from residential and wealthy districts (noise and smell factors)

  • Placed shops along the main street for economic visibility

  • Designed districts with local landmarks for orientation

  • Added a dominant town landmark visible from most areas

  • Enabled city-wide navigation using environmental compass logic

Blockout Process

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