Tuesday 31 January 2012

Objectives and Obstacles


If anyone bothered to read my last post, you will know my level is split into sections. For the purposes of explanation and talk into Objectives and Obstacles, I will go through each section and explain the tasks for them.


Sect1:
Objective: Find the contact and listen to their report.
Obstacles: Exploration, Interaction with NPCs.
Summary: 
This initial section will see the player follow their mentor character into the illegal black market contained inside the large dome like structure. The missions is to meet with an arranged contact receive the information they have to give. The player, with only a brief description to work from, must walk the markets and through the process of elimination find the target. (who is located at the back of the market.)




Sect2:
Objective: Escape to the Rooftops!
Obstacles: Platform challenges
Summary: 
The meeting with the contact is foiled and those involved are sent fleeing when they are ambushed by the "screws". The play is ushered down a long courtyard section and into an alley (forced in there by placement of obstacles and attacking enemies). Using the junk and surroundings in the alley, the player must quickly ascend to the roof tops in an attempt to flee. Once out of the alley ways, the player must navigate small building challenges, jumping between them and eventually to a spinning cog on the side of one building; using the cogs rotation to gain better altitude and access higher rooftops.




 Sect3:
Objective: Remain hidden from the Screws.
Obstacles: Use Steam to hide, Timed Movements.
Summary: 
Using an interior section to loose the pursers, the player exits into a steam farm upon the top of a rooftop. Using the timed steam vents in order to avoid the searching enemies, the player must reach the end of this section, moving slowly and carefully, in order to continue their escape.

Smoke Farm example


 Sect4:
Objective: Continue through Rooftops.
Obstacles: Platform Challenges, Timed Movements.
Summary: 
Having safely evaded capture, the player must cross an industrialized section of the map, timing their jumps and movements to avoid being killed by the hazardous machinery and pistons active in the area. To end this section, the player must jump through the window towards the right of the orange zone.


 Sect5:
Objective: Climb the mast!
Obstacles: Platform Elements, Timed Movements.
Summary: 
Navigating through the interior sections and onto the outside rooftop, the player is forced to climb the steam tower towards the end of the building, when the escape is cut off by two landing screws. The ascent is slow and cumbersome. The player must watch for enemies climbing after and time their movements in accordance with their attacks. Eventually, the mast is destroyed at its breakers in an attempt to kill the player, however backfires when the tower creates a bridge between two buildings and lets the player continue.


 Sect6:
Objective: Reach the STEAM tower.
Obstacles: Platform Challenges, Timed Movements.
Summary: 
The final section of the game will see the player navigating across buildings at high speed; avoiding attacking enemies and platforming hazards. The ending to this level sees the player scaling a large tower, following a "sort of" platforming puzzle as they ascend.

The level is ended when the player reaches the peak of the tower and tackles a flying screw, sending both the player and the guard swirling out of control and landing on a rooftop near by.






First Pass Level Design

I just finished this post, then my computer had a stroke or something and I lost it.

This will be my 2nd time writing this and I hate doing that.

___

I've finished the first draft of my level.

Right now its missing a few aspects and contains some things I want to change. Mainly some proportion and placement errors with some key buildings, but additionally I need to add in some environment based challenges (like boxes and fences) in certain areas and mark out the interior sections.

Right now the level is a blueprint of how I roughly want the level to look and play, containing all the elements I wanted to add in the right places. Ill be adding to the same map before I take it into Google to make sure I am aware of all the needed elements.

Likewise I want to mark out some none usable buildings into the mix. This is more of an aesthetic choice, but since my level is set in a large city, I need it to have that large city feeling. Even if the player must follow a set path throughout it. 


Roughly, my level contains around 4-5 "set piece" moments. These are something I wanted to add to separate basic gameplay elements from level specific gameplay elements.

You all know what they are and they are there to spice up gameplay and keep the overall level interesting. 

I've also thought about focal points and where they need to be positioned in the world. I have a lot to say about that though, so I will get to that in a full focal point post later in the week. 



My initial rough sketches.

During this section I was thinking alot about pacing. Wondering how I could slow down and speed up gameplay as needed to keep the level flowing and working well.


The route throughout my world is very linear. There are no additional paths (although I planned a few on paper) so to speak, but I don't think this hinders gameplay. The level is meant to be fast past forcing the player in a specific direction. 

The open space areas will provide small amounts of freedom and choice, whilst still funneling the player into the direction I want them to take.

Ill talk about specific objectives and obstacles of the level in a separate blog post, I want this one to be a general post about pacing since its been something I've tried to focus all my energy on.

I've been doing a lot of research into game level design, specifically Mirrors Edge since both games are very similar in design. I've been playing ME a lot and trying to understand how the fellas` at DICE split up their gameplay sections and how they managed to create a seemingly free roaming environment whilst fixing the player on a constrained path.

These two presentations were of infinite help, (Thanks DICE!) :

Links:

First Person Action for Mirrors Edge

In these presentations and my research, I noticed that the key to good level design wasn't to forcibly slow the player down or speed them up to suit the designers needs. But its was to create a scenario where the right speed of play was obvious through the context of the level objective, level obstacles and level design.

MIrrors Edge does this by using interior sections. When the player enters one of these zones, it isn't advertised. They find themselves running through bare corridors with nothing blocking their path or obstructing them. This initial slows down the pace for even though the player avatar is running and moving fast, the player isn't having to react or think about their movements.

Additionally, using elevators in sections pauses gameplay essentially, almost like ending and beginning new sections from when the player enters and exits the lifts.

For my level, I wanted to think of cool ways the environment could be used to slow the player down in a way that made sense to both me and the ultimate user.

Which lead me to split my level into 6 sections, defined by the speed in which they are intended to be played and the reasons for such.

My same level split into sections exists below:

In its simplest form, my level is split into 3 slow and 3 faster sections.

Red:
The beginning section of the game. Here the player is forced to a walk and must navigate down alleys to the market district, following the games mentor character. Objectives must be completed and the area explored before the player is able to progress to the next courtyard section and enter the green zone.

Green:
Here the player is ambushed by a group of "screws" who had been tailing the playable character and co. The tempo is pushed to full speed here and is maintain through the whole section. The player must run, jump and climb through and over the environment attempting to put as much  ground between them and their chasers.

Blue:
Towards the end of the green section, the player enters an indoor section, using a flight of stairs to move up 3 levels and avoid the pursuers; at least momentarily. When the player emerges back into the outside world onto a rooftop, the play speed is instantly slowed. Now the player isn't actively being chased, there is time to act calmly. This section has the player force to a fast walk, with the camera zoomed close to the players back in an over the shoulder style. Using steam vents on the rooftops, the player must remain hidden whilst the searching forces attempt to locate the player character.


Orange:
The player is given full control of their speed once more and must platform their way across a live industrial section, timing their movements to avoid being killed by the massive pieces of machinery in work. This natural ups the tempo and danger of the level. With the world forcing the player to move quickly or result in death.

Yellow:
The final slow section of the level and somewhat the "calm before the storm" here the player enters an interior section through a window; jump through evading capture. Once outside again, a large tower mast must be climbed slowly. As the player ascends, enemies can be seen and heard closing in on the player. Tension builds until finally the mass is destroyed at its base in attempt to force the player into submission. It falls, landing crashing on the opposite building rooftop (one which the player had entered earlier in the level) and the player is free to continue.

Purple:
The final section of the game. As the player moves across the building tops during this section, enemies will increase in their number and ferocity. By the end of this section, the player will be under heavy pressure by enemies and forced to time and plan their movements whilst still keeping speed and momentum.



Ill make a post about the level walkthrough with specific Objectives and Obstacles later.

Just wanted to make my thoughts on pacing known.

Sweet Success.


Friday 27 January 2012

Obstacles.

Just thought id fit this in before my Story post.

Obstacles:Since my game is focused on climbing and platforming, the majority of the puzzles and action will come through these interactions. Therefor, taking away enemies the main obstacles in my game will be literal obstacles, such as fences, walks, beams, gaps, doors etc the player will have to physically overcome.

An example of the mechanics into how this will work can be seen in the images, as well as a bullet pointed list of potential obstacles; I will go into more detail in my level doc.

- Walls
- Gaps
- Beams
- Fences
- Doors
- Ledges
- Pipes
- Cogs
- Pistons
- Ladders

etc etc, the environment is the key factor in my game and will be built and structured to provide the player with the main challenge.



Wall run: the player can run up a wall and clamber to its ledge.

Wall Jump: Jumping from wall to wall to gain greater height

Ladders

Vents: These have the large metal section to stand on and the player can balance / hang from the piping section.

Fences: Can be vaulted or balanced along.

This last image is of the potential mechanics in action, drawn a little crudely.

These mechanics will be put together sequential and combined with moving parts giving the gameplay a strategic and rushed feel, should define the gameplay.








Thursday 26 January 2012


Meaning to get to the story post, I have a rough idea just need to get it down into blog form. 


This, is my current Level Design progress.

Only rough sketches and ideas so far, but my initial idea is to start the level off in a sort of market district type area. This will have implications for story reasons, but from a gameplay point of view this will be a slow intro to the level.

The player will be tasked with walking through the alleys to reach the black market zone inside an old factory (I'm sort of using the library across the way from Futureworks as inspiration, in its circular shape).

In this area, the player will have to find a specific contact character. There will be a few things to interact with in this area however mainly this intro sets the scene for coming events.



Once the player finds the contact, they are lead into the court yard rectangle area to the right of the image. Here an exchange of information will take place before the meeting is interrupted by my worlds answer to a police force.


Those involved split up and scatter different directions, the player must run down the court yard (following the NPC contact) before being ushered into the alley way on the left (players right). Running straight down the alley the level begins for real and starts the platforming element of the game.



The rest of the level will take place on the roof tops of the residential zone but first the player must reach the height. Ascending the alley will be a fast paced platforming challenge, an example is above although the final thing will be longer and better thought out.

Things will break and collapse as the player moves across the environment, meaning quick thinking and agility is key. Additionally the chasing police force will attempt to the stop the player and must be avoided at all costs. 

This is not a level where fighting is key.


Building tops will be heavily industrialized, with moving parts that mimic pistons and cogs. This all goes into the movement system that the city runs through and will hopefully make for some interesting dynamic environments. 

The main feature here of the drawing is the moving cog which the player can clamber to and ride round in its circular motion. 



Once on the rooftops, the player will have various challenges to overcome. Finding the correct path through the environment is key to emphasize the haste and pressure of the level, however still keeping the open world feel the city must give. 

Ill need to be more thought out with my level design and come up with ways I can subtly guide and navigate the player through the world, without obvious checkpoints or arrows. 


For now, this is my current design-ish. Not the entire level, just an example of how it could look and some of the challenges found within.


The building at the back of the level plan (stamped with the word steam to make it stand out on the images, it will be something story related when I think of it) ((Unless its like, past future Valve or something)).

This building (whilst not necessarily looking as such) will be the levels ending and main set piece moment. perhaps larger in height, the player must ascend the building to its peak, using bits of machinery, pipes and eventually cogs to clamber onto. 

Whilst climbing, enemies will present challenges forcing the player to move or wait at key locations.

The building its self I want to be large and contain some form of lettering. This idea lends itself to the "focal point" of the level, a natural zone in which the player is casually lured too through subtly.



Once at the peak of the STEAM tower, the player, left with no other options, will be surrounded by flying troops. (Ill get to that) 

Very Mirrors Edge inspired (Ill also get to that) the player must run and tackle a specific guard, sending the pair spinning out of control and landing painfully on an adjacent building further down. In the confusion the player is able to regain his composure and burst through a fire escape type door, successfully hiding from the pursuers and ending the level.

Bam.

Above is the whole building section of the level shown via top down perspective; complete with arrows, numbers and notes.

Again, I will stress this is only a draft of my level and just includes some of the aspects and mechanics I wanted to include. The final thing will probably be totally different although lend heavily from my initial thoughts.

I'm dead set on the beginning and ending to happen as they do, its just making the middle section fun next.



Just a quick side note about flying guards.

I wanted the enemies / thought police to be able to intercept the player whilst traversing the heights of my game; which sees a given. This being said, I didnt want too have parkouring guards similar to Assassins Creed and wanted a method so that enemies could ambush the player and appear from around corners or from out of view.

This sort of, hand helicopter thing, was my first idea, which Ben laughed at.

Like, vocally chuckled.

Which made me slightly dubious, but never the less I kept it in. Expect this to change, as much as I like it, just my current thoughts.

Hand held helicopters; Handi-copters.

You heard it here first.



____

Secondly, I wanted to include some research / inspiration I had from this level, since it is relevant. 

I wont make this drag.

Enslaved: Odyssey to the West

The opening section to this game is amazing. I loved climbing on the ship whilst it exploded and want to mimic the same action and adrenaline people felt when playing enslaved for the first time.  



Mirrors Edge

Such a massive influence and has been one of my favorite games since it came out. The chase aspects in these games were intense and unforgettable to me. Anyone who has played the game will see the similarities between my level and this whole freaking game.

Also, perfect reference for research into pacing; specifically for my level.


Minority Report

You`re seeing it all come together now, right? Flying cops? You know it.

I love this chase scene. It blends together perfectly the city and the character. Tom Cruise has to use everything at his disposal to escape his captors and he does this through clever use of his surroundings.


____


I hope the research I presented shows the spirit I want to inject into my level (and indeed my game). 

That of one long chase scene.

Ill post some more tomorrow, I might even get to the story post, but for now this is all.

Sweet, success.










Tuesday 24 January 2012

I reallllly cant draw in perspective.


But whatever, there is these:



Sort of what I wanted the inner city to look like. Very claustrophobic and tight together.


Game is set around climbing and platforming. Quick sketch showing a character looking over the city districts to the tower / drill thing in the center. 


The industrial zone will need to be filled with machinery the residents can work with, so I figured this drilling station fitted the bill. I liked it at first but I don't think its vertical enough and obviously not fun to climb on. 

Think Ill have to rethink how the buildings will work to make them fun to platform on, Ill worry about that when I design the level though.


Didn't like how the pencil stuff was looking so I switched to photoshop. I also didn't like this.

But whatever. Just wanted to get across the slum like feel of the residential world. Showing how everything is built on top of each other.

Doesn't look steampunky enough though I don't think.

Ill get to work on the level designs now though before next Design lesson.

Maybe...







Saturday 21 January 2012

Photo Reference - Part 3

This guy encapsulates everything I want for the climbing in my game.

Climbing for him is about freedom and exploration; key factors in the over arching story of my game idea and something I want to push in the game mechanic and level design (which I will get to eventually I swear.)

Images below:










I love these images..


The guys name is Alain Robert and is known as the "Human Spiderman".

As for the main "image" I want to use for my level and project, it would have to be this one:



Love it.

Has metal and steam-punk elements, hints at the climbing mechanic, the guys outfits matches what I'm planning for the character and the structure is huge. 

Now for the story post.

Sweet, success.











Photo Reference - Part 2

These images are from inside the science and industry museum.

They are perfect for ideas of objects and assets to populate the world with. They also give me a good idea about the style in which to design parts of the world; giving everything a mechanical and structured feel.




















No more text is needed, ill get to work on the story post.