Chapter 3: Paper Design
creating the level blueprint
1. Building on the original concept you developed in Chapter 2, create a blueprint for your level. Make sure you begin with a series of rough sketches until your blueprint begins to take shape.
2. Create at least three gameplay mechanics for your level. How do these objectives relate to your original story idea?
3. Come up with five level objectives that correspond to your gameplay mechanics. How will you identify these objectives in your level blueprint?
I'll just sum up questions 2 and 3 with this.
Asset list:
I'll just sum up questions 2 and 3 with this.
This game is
to be designed to unnerve and disturb the player. Most mechanics
should follow this.
Level
Objectives:
Avoid pursuer then navigate through the cave. Endure hallucinations, defeat the boss and escape.
- Area 1: Learn controls and run away from chaser.
- Area 1: Find opening for cave before being caught.
- Area 2: Stay hidden and quiet to avoid chaser but keep mindful of small critters scuttling around.
- Area 2: Entrance guarded so only progression is crawlspace.
- Area 3: Navigate maze. (a small, almost out of sight trail of spiders leads the way through)\
- Area 3: Random 'Unnerving' cinematic events (e.g. hand transforms into spider momentarily)
- Area 4: Dark hallway walls reveal mass spiders.
- Area 5: Boss battle.
Asset list:
Type
|
Object
(Description)
|
Detail
|
Model
|
Monster (Chases player)
|
High
|
Model
|
Hands of Player (Will be transformed into a spider)
|
High
|
Model
|
Spider attached to arm (Transformed from player hand)
|
High
|
Model
|
Various Trees (Lines pathway, four variants)
|
Medium
|
Model
|
Shrubs (Hidden cave entrance, four variants)
|
High
|
Model
|
Rocks (Littered around cave, eight variants)
|
Medium
|
Model
|
Stalagmites (Littered around cave, can hide behind)
|
Medium
|
Model
|
Small Spiders (Randomly crawling around cave)
|
High
|
Model
|
Spider webs (Decorative five to six variants)
|
Low
|
Model
|
Spider Eggs (Largish, can block access)
|
High
|
Model
|
Boss Spider (Fight it)
|
High
|
Texture
|
Grass/Forest Floor (Area 1)
|
Medium
|
Texture
|
Dirt road (Area 1)
|
Medium
|
Texture
|
Cave Walls (Area 2 onward)
|
High
|
Texture
|
Cave floor (Area 2 onward)
|
High
|
Sounds
|
Forest floor (crunch of
twigs and dried leaves)
|
|
Sounds
|
Windy (Wind through trees)
|
|
Sounds
|
Dirt road (Walking on dirt
and loose stones)
|
|
Sounds
|
Cave floor (walk/slam on
concrete)
|
|
Sounds
|
Cave Crawl (scuffing
concrete)
|
|
Sounds
|
Cave impact (hitting
concrete)
|
|
Sounds
|
Jeremy (Huffs and gasps from
player)
|
|
Sounds
|
Monster (spooky
indistinguishable voices)
|
|
Sounds
|
Small spider (scuttling
small creature)
|
|
Sounds
|
Rubble (falling pebbles and
rocks)
|
|
Sounds
|
Spider Screech (Monstrous
screech as boss attacks)
|
|
Sounds
|
Hypnotism (Boss special
attack)
|
|
Music
|
Soft (whistling of wind
mixed with violin)
|
|
Music
|
Incoming (drums starting
slow then pace increase)
|
|
Music
|
Sinister (violin, rainstick
and flute/wind instrument)
|
|
Music
|
Boss (Mix of all from the
above)
|
|
No comments:
Post a Comment