Amanda Torres
Level Design
Prof. Charlie
Williams III
10/19/12
Level Document
Level Concept #1
This level would begin with a small
pathway, which leads to the first obstacle. The first obstacle is in the form
of some type of gushing river; which intersects with the path, barring the
player from progressing. The player then must navigate across by stepping upon
stones and carefully crossing thin logs that have been washed down river; these
are prone to break if stood upon too long. Some stones may also be slippery,
causing the character to sometimes fall into the river. The player then must
swim back to stable ground if he falls. Touching the ‘river’ causes the player
to lose health. If all health is lost, the character is swept away.
Once across, the player will
encounter the second obstacle in the form of a tree maze that is filled with
traps. Within the forest maze the character will encounter things intended to
hinder movement and progress. There will also be segments of the maze that
include climbing obstacles that will require the player crouch and/or jump over to get around.
These obstacles will look like low hanging branches or piles of foliage that
have thorns and rocks in them, and make it impossible for the character to run
through the piles. Throughout the whole maze will be ‘trigger tiles’ placed on
the floor in random areas to cause monster/battle encounters to happen. This level ends when the character reaches the
door at the end of the maze, steps through and triggers a boss fight.
Layout Concept to #1
The character will jump a few
stones before reaching about half-way across the river. Here there will be a
large gap from one stone to the other. A large log should float down river when
the character reaches this stone and become wedged between that stone and the
next forming a small yet feeble bridge for the character to cross over. Between the first log and second sits a
single stone, to make jumping from log to log a little more difficult. After
the second log bridge the character should be able to reach the other side of
the river, where there is a hill covered in rocks and vines that the character
will need to jump and climb over to reach the second half.
The mountain maze in the second
half is composed of a large winding path to the top as the main component. It
has five bends on the overall route. As the character enters the maze, he will
encounter a fork in the road. The route that goes west is covered by fallen
rocks the character must leap over to get through, which leads to a small dead
end and a monster encounter trap. The route that continues north keeps the
character on the major path, and around the first bend. As the character
approaches the second bend they will come to another fork in the road. There
will also be another monster encounter trap waiting at the end of the road;
this monster trap conceals a hatch that goes underground. If the character take
the hatch to the underground room that will encounter another monster and find
a treasure chest. If the character continues on the main road, going northeast,
they will come to a suspicious spot in the road that has three forks but
conceal two of the alternative routes. All of these routes lead to the exit.
The route that runs west is
concealed by low hanging branches the character must crawl under to get through,
which leads to a narrow path. This eventually takes the character back up north
where they will come to a ladder and another monster encounter. After climbing
the ladder there will be a treasure chest and a rock slide trap that can be
activated by the character and used to reduce to health meters on the monster
encounter sitting below on the main road.
Once the trap is released the character can jump down and continue on
the main road. If the character chooses to continue on the main road, they must
avoid the falling rock trap and fight the monster encounter. If the character
takes the route leading east, they will have to crawl under a set of low
hanging branches and follow a small path to a hatch sitting in the center of a
clearing. The hatch down leads to a ladder and another small path to a room
with a monster encounter and a treasure chest. From this room the character can
exit through a ladder that leads to a narrow pathway and gauntlet of fallen
rock obstacles and monster encounters. At the end of that narrow path is a
second set of low hanging branches that must be crawled under. From that the
character will emerge on a ladder that is set closely to the exit of the level.
From here the character fight another monster encounter and jumps one last
fallen rock obstacle coming to the exit of the level.
Level Concept #2
For this level I would have the
environment submerged in some form of liquid to allow the player to float up
and down to navigate around. The level will begin by dropping the character
into frame. To help guide the player through the level I’d place in-game
rewards near each obstacle the player needs to get through in order to finish
the level. Within this submerged, or ‘floating’ level, I’d put in some type of
flying or swimming pursuer, that chases after the player and damages the
character’s health meter to add a sense
of urgency and a need to escape from the first part of the level. There will
also be bubbles or cloud like objects that encapsulate and trap the character
throughout the entire level. These will randomly spawn and the player will have
to repeatedly tap buttons to escape.
The first obstacle will be a number
of underwater tunnels or caves the player must navigate through, while be
pursued by enemies and trapped bubbles. Along the walls are surfaces randomly placed,
that will shock and cause the character to “flinch”. Meaning, the avatar will
stop progress, flash and the player’s movement will be temporarily slowed. To
up the difficulty of avoiding these shock patches, the character will encounter
“jet streams,” or pulses of air, that will either push or pull the player into
hazards. These will be placed around turns or corner within the cave-maze, and
can be fought against if the player pushes the movement button in the opposite
direction of the current. The level is ended when the character discovers a
door hidden in the utmost back wall of the cave segment of the level.
Layout Concept to #2
The character will be dropped in
the water from a hatch. From this section of the level the character will only
be able to enter the maze from two entrances. The first entrance is placed
between a gap on the wall on the right side, and a solid wall that leads south,
where the second entrance is located. This entrance is blocked by anemones
whose tendrils pulse in and every few second allow the character to enter if
their timing is right. Near the bottom of the map is where enemies spawn and
many will be near this door way. Beyond the first pair of anemones guard the
door are a series of anemones that alternate on the sides of the walls. Taking
this router will lead the character straight to the end of the level if they
are able to time their movements correctly and get across without being stung
to death.
The entrance under the gap at the
top of the map can be reached by avoiding the jet stream that pulls the
character toward the gaps which is filled with anemones. Once in the maze the
character will come to a fork. If they travel south they will come to a dead end
and a treasure chest and be chased by and enemy. If the character continues
east they will follow a short path that comes to another fork. A jet stream
will be coming out of the path going south, pushing the character north. Just
under the reach of the jet stream is a treasure chest the character can attempt
to get. If the character continues north they must dodge an anemone on the
north wall and fool the path east. This path is wider and has a few compartments
that hold treasure chests.
Following this path south will take
the character to a three-way fork. The fork leading north is a dead end with a
small room and two anemones on the walls. The path going west takes the
character to a large room that is also a dead end. There is a key to unlock the
door in here and also a boss encounter. Following the path south takes the
character to the path that leads to the locked exit which is guarded by a jet
stream pushing in the opposite direction and an anomie.
Level Concept #3
In this level, the player will be
fighting against time. The starting point puts the player at the center of a
very large field. There will be a designated construction area, where player
must find and gather pieces randomly hidden throughout the level. This area is
flat and meadow like allow the character to view all other areas from this
spot. The pieces will be hidden in other areas that the player will either have
to dig, swim or solve to get through. The area for the pieces that need to dig
for, will look like big clots of dirt on the ground, and will require the
player to repeated tap the action button to dig. These dirt clods may also be
boobie-trapped with an effect to slow down speed or digging effectiveness. For
the piece that the character will have to swim for, the player will use the
action button to dive and swim. These areas are pond or pool like and are
filled with enemies that pursue the players. The puzzle for the locked areas
will range from simple to intermediate picture puzzles. These areas are all easily accessed by
walking, but there will also be hidden areas beneath dirt-clods and near the
bottom of the pools. These hidden areas, once found, will be the riddle or
puzzle doors that need to be opened by solving it; allowing the character more
access to pieces.
As time progresses the map will
begin to cloud over reducing visibility. After fogging up to an extent; objects
that cause damage will begin to spawn on the map temporarily. At this point,
the player will have to construct a shelter from the pieces found in order to
protect their character from being damaged. Extra pieces can also be found to
craft weapons. Level is completed once Character survives through 5 ‘fog
waves.’
Layout Concept to #3
The character enters the level
from the northeast side. The entrance area is grassland-like and flat. Here is
where the character’s campsite is, and where they will find a small creature to
help them sniff out and dig up pieces. There will be 5 other areas to explore.
The first area the character can explore is a rocky, mountainous type area to
the southeast. Here pieces will be hidden around rock walls and on top of two
mountains in the area. The area to the west is forest like and will not contain
many piece at all, this area is used as a partitioning for the map. To the
south of this area is a beach like area where pieces will be hidden near the
edge of the beach and by palm trees. The area above this leads to a lake where
several pieces are hidden alongside the shore and within the lake itself. To
the west are a second beach, and a small mountain where more pieces will be
hidden. To the south of this beach is a small marsh where pieces will be hidden
in swamp muck that must be trudged through and dug for.
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