Tuesday, October 16, 2012

Level Document


Amanda Torres
Level Design
Prof. Charlie Williams III
10/16/12


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 bridges that 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 obstacles in the form of a maze that is filled with traps. Within the maze the character will encounter things intended to hinder movement and progress. For example, some parts of the floor within the maze are quick-sand like and suck the character down to slow their walking speed. 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. Throughout the whole maze will be ‘trigger tiles’ placed on the floor in random areas to cause monster/battle encounters to happen.

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. 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. There will also be bubbles or cloud like objects that encapsulate and trap the character. The player will have to repeatedly tap buttons to escape.
Further in the level there will be a number of underwater tunnels or caves the player must navigate through. Along the walls may be 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.

Level Concept #3
The 3rd design revolves around the entire level build as a large slope with small obstacles placed upon the slope to hinder or throw the character off-track. As the player descends they will step upon surfaces that will force them down faster, causing the playing to have to think and react faster to oncoming obstacles. Obstacles on the route will include hidden pits beneath noticeably damaged surfaces, and ramps that will catapult the player backwards up the slope to reduce progress.
After a certain point, falling objects will be triggered; sending objects rolling down the slope side. Coming in contact with these rolling objects causes damage to health and the character to stumble and slow movement rate.

Level Concept #4
In this level, the player will be fighting against time. There will be a designated construction area, where player must find and gather pieces randomly hidden throughout the level. The pieces will be hidden in different areas that the player will either have to dig, swim or solve to get through. The puzzle for the locked areas will range from simple to intermediate picture puzzles.
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.

Level Concept #5
In this design, the player’s objective is to reach the end without being detected. The player must stand in areas that have cover or places that would cast a lot of shadow. By standing in these areas, players can avoid detection from objects on the map which gravitate toward the character when they are visible, and damage it when they come in contact with it.
On some surfaces throughout the map, it will be possible to open these surfaces to allow the player access to underground tunnels; which will help the players avoid being detected and allows them to travel short distances across the level.

No comments:

Post a Comment