Wednesday 4 May 2016

Level Design

Level Design
After the lecture discussing mechanics I was able to consider what kinds of mechanics make the player feel a certain way at certain points and keep them interested in the game.

I had the idea of changing the rain of fireball mechanic in D2D to a spotlight mechanic to emphasize the stealth of the character in the narrative.

I am also considering elevators and how they could be cool interactable environment sections in terms of platforming while describing narrative at the same time.

Another idea I think could be cool would be a set piece to motivate urgency after the collection of a pick up. I am currently working on a building that begins to combust behind the player as they platform through and [optionally] setting of sprinklers and aqua ducts to slow down the ensuing fire.

The irrigation interactables where the protagonist senses the water under the surface allows her to trigger spurts of water in certain locations to aid in her progress.

Ipa [the side kick/context character], will communicate advice through monitors in the background which she will hack to inform of certain ludic and narrative plot points.

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