Tuesday, 9 April 2013

Level Design


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. 

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.

  1. Area 1: Learn controls and run away from chaser.
  2. Area 1: Find opening for cave before being caught.
  3. Area 2: Stay hidden and quiet to avoid chaser but keep mindful of small critters scuttling around.
  4. Area 2: Entrance guarded so only progression is crawlspace.
  5. Area 3: Navigate maze. (a small, almost out of sight trail of spiders leads the way through)\
  6. Area 3: Random 'Unnerving' cinematic events (e.g. hand transforms into spider momentarily)
  7. Area 4: Dark hallway walls reveal mass spiders.
  8. 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)


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