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.
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