Friday, 28 October 2011

So this was this:


So this was my priliminary for the overall level map, which Ill get to later.

Now, Ive taken a lot of creative license with this, since we needed some decisions making. We can default to this if we need, but Id rather people tell me their thoughts. I don't want to spend hours drawing up the final version for someone to tell me they dont like certain areas.

Point being, this is happening unless you tell me not to. So, speak up.

Interludes:
This was a new feature talked about last lesson. Came about as a way to inject story as well as suggest that the facility is built within an actual place. Which means there wouldnt just be a string of rooms, the player would have to take corridors and paths etc.

These sections will be corridors and rooms like living quarters, service rooms, lavatory, laboratory (ha), library, study etc. Things along these lines as well as the testing rooms using a similar style since its set within the same connection of rooms.

Meaning the medical section will feature medical themed interludes and test chambers.

INTRO:
Intro follows the theme of the previous post, ending with the player dropping into one of the testing facilities at the medical section of the game. Its in this area the player gets their first glimpse of the world before either blacking out or being attacked / subdued by the Doctor.

HUB:
The player moves to the HUB world, which is the focal point for the game. I thought it more like a living quarters in design and style, which is why I placed it in the Green section. Although up for debate.

Section 1 (PROTOTYPE):
This is the most important section as these 4 levels including the HUB is what we will create as the games prototype, so this section alone needs to be refined down perfectly prior to the other sections, at least, this bit if more important.

We don't have level designs, but I was thinking a transition into this section comes from an elevator shaft. Player enters the lift and it collapses down, ending in dust and smoke inside the first testing chamber.

From here, the player takes on each of the 4 levels with an intersection of exploration between, which will be railway / industrial themed rooms holding the games story elements.

Finally, the player is able to escape from the main railway line and double back to the elevator shaft, climbing back up via the cables OR rotating the whole shaft and walking down, I like that idea but it doesn't really fit. But who cares.

Section 2 & 3:Ill be brief here because I just made shit up honestly, simply for filler, I want feedback.

Section 2 takes the player through the library and old living quarters of the Doctor, so a more personal section of the game. The player will see medical texts as-well as gain an insight into how the Doctor Lives, some of his work (via newspaper articles and such) as well as his physical appearance.

Finally for the Alpha version of the game (possibly), section 3 will take the player through the medical / hospital rooms which some have been converted to test chambers. The cross section interludes between these rooms will see unlucky victims etc into the Doctors research.

Section 4 (Finale?)
The prototype of the game will feature an ending? If It did, I was thinking the route the player takes would finish in the area the Doctor is calling home. (I thought it fitting to be after the Medical section since the Doctor will presumably be with his wife.) Not sure how this will play out, give me ideas.

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This was my 2 Cents for the GDD. I will be actually drawing up the whole world including level designs and rough elements in the interludes, soon.


Sam is in charge of these Level designs for me, although we need all we can get at this stage. Whilst in theory its the Designers role, if anyone has any rough sketches or ideas for Levels or traps make them heard now. This is GDD related stuff so if you want it in there, speak up.


Anyway, this post has suggest some pretty drastic stuff for the game idea and like I said, most of it I just took the buck with.


So please, do what we`re meant to be doing and tell me if you don't like these ideas.


Facebook or leave a comment, whatever.


That's all for now.

Sweet success.

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