Monday, 20 August 2012

Game Level WIP

Started out by discussing and designing with Cullan the overall design and how we wanted to look like,
overall aesthetics and theme of the level. The goal of the first part of the game is to familiarize the player with the controls and platforming system of the game. The player needs to climb up the platforms and make it to the top of the tower. there he can activate a switch so the floating islands will align into a path to the first teleporter.


 Second part of the level the player teleports to a circular construct which is an elevator, there until the player makes it to the top must face his first adversary - the mini tumbler. 
Once the player makes it to the top it's the second platforming section of the level. The objective is to activate the four crystals so he can face the first Boss-fight.
 Making some adjustments to the first part of the level.
Here we decided to add a spawning island (the small one attached to the big main island). We thought that the player should have a different platform. That way the place around the tower seems more special and awe-aspiring.
Different perspective of the first part of the level. 
Adding more details to the second part of the level. 
More paths are being added to reach the rest of the crystals. 
All four parts are now complete, each path has a different way of approaching, taking advantage of the game mechanics. 
 Cullan had the idea of having a huge spiral crystal that rises up when a crystal is activated, to give the player the indication that he's actually advancing.
After working on this idea, we thought we could have a second one lowering from the tower higher up (where the Boss fight will take place) and the player could walk up the crystal. So now the player has an extra motivation on energizing all the crystals.
 We wanted to change the overall aesthetics of the second part. we wanted to make it look like a Sci-fi city. Those path will look like roads that lead to roundabouts where the crystals will be placed on.
Started working on the platforming part of the level, each path will have more than one way of completing it. Some parts will be more forgiving in mistakes than others.
Editing the second path.
I thought that maybe one of the paths could be completely fractured making it more unique and breaking the aesthetic monotony of the other 2 paths around the tower.
 Adding some buildings (dummies) which help creating more than one correct ways of travelling across the path! (all the paths feature this. The measure tool is a great ally on this task!)

Today I thought I would start working on the interior of the second tower. In that piece, Caruso (Knightside) will get his first memories back in the form of images as he platforms to the top where he will face his first Boss-fight.


Here is a close up of all four paths. Note each path is designed so there is more than one way of travelling across!

First path
 Second path
 Third path
 Fourth path

Once all crystals at the end of those paths are activated the player can advance to the Boss Fight.

That's a crystal with a Node on it. Caruso will find one on each of the paths, the node will need to be destroyed so the crystal can be purified!


Just Uved the buildings! looking good so far

last but not least! the animations of the game Level!
First part of the level can be viewed here
Second part of the level animations can be viewed here

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