Saturday 7 May 2016

Style/Look frame

I selected the art style of Kentucky Route Zero and Oxenfree as reference to base the design of my environments. It worked out great and I found it efficient to filter noise to add to the style and blur some background aspects to present depth.
This section of the level, shows Maha having to platform from a roof onto a tower and then platform amongst cars in a vertical car park that are revolving up and down to make it challenging.


Some mechanics I have been interested but unsure whether they are worth investing in include:

PROJECTION- 
Using her hood as a mechanic which can attract and deter attention from enemies at the player's will, each with its own benefit and drawbacks.
To enforce the feel of the main character being blind I imagined the environment being blurry or sketchy when her hood is up to make her incognito from the public/enemies. 
But when she puts it down the environment is clearer to maneuver and orientate herself in the space. 

BLENDING-
Certain interactive elements in the environment that the player can use to evade pursuers as Maha's disability makes it difficult for combat.
[eg. hiding inside a car, or scaling a wall above pursuing enemies, which all have a limit to how long she can hold certain blending spots perhaps?]

SHORT CIRCUIT- 
Monitors and electronics that Maha can call Ipa to short circuit to gain attention/distract enemies or lead them to vulnerable spots for irrigation.

IRRIGATION- 
Using Maha's senses to deter water sources in the direction of her foes, blasting them with a surge of water, electrocuting them and their equipment.

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