Sunday, 27 January 2013

Ideas 3 & Purpose

I ended up scrapping the idea of using a side scroller, for the ammount of time i would of spent learning how to do simple mechanics and systems i could of created a better level just using the default camera setting, which is now what i am using.

I like the idea of using my games concept as a premise for this level as it is still quite open and gives me the freedom to do what id like.

The concept of my origional game in a summary: An exploration game, in which the player must learn and empathise with the subconsious of the soon to be deceased and make the correct judgement to send them to their ideal afterlife.

 I thought of the idea of creating a level based on a person who would have "barriers" around their personality, emotions or heart and building a physical fort around this concept that the player would have to traverse. After the player has "Broken through the emotional barriers" they woukd be rewarded with the reasons behond the persons emotional barriers etc.


Purpose & Feature

I love the concept of this level being a tower that the player enters, being able to see high up to the top being able to see their goal/objective of the heart at the top and being able to see the segmented tower that they have to climb.

origionally i was thinking of it playing out like a maze level similar to this sketch


I spoke to my tutor about this idea and realised a straight up maze isnt actually good gameplay, its tedious and quite boring, so i decided to change it into a tiered system with diffrent challanges the player would face to give it some good gameplay, i watched my tutor do a run through of his level design workflow using udk as the engine, he used portals to create a deathmatch map and after looking into it, the portals seem a really good way of connecting the tiered levels of the tower without giving too much away to the player about where they actually are in the level, still giving that lost feeling that a maze would achive.

I felt with the subject of the level being barriers around emotions the feeling of being quite lost would play asubstantial role as people with these kind of emotional troubles also tend to have this feeling of being lost, however there are people that keep their emotions in check for a whole array of reasons, this is not me being ignorant to these other types, t just dosent fit what i am trying to go for.

the fact that the tower is tiered aswell links as a clue to the afterlife of the person as i detailed an afterlife in which people strive to better themselves which was depicted by a large tower that can be scaled.

i want the player to empathise and really feel how the person this level symbolises would feel, the corridoors are tall and narrow, i want them to be quick and slightly disorentating which is why i didnt want the player to have too much of an idea where they were in the level, maybe a slight variation as they get closer to the center more deteriorated as it gets closer to the center.

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