Showing posts with label Ood. Show all posts
Showing posts with label Ood. Show all posts

Sunday, 4 November 2012

Level Design

Mark whipped up a level design for Ben to start the technical prototype. Ran into a few problems and issues with it however, mainly in that we all forgot how to play it.

I went over it anyway and made a few amendments so that Ben had a more concrete and structured plan to work with, below are essentially the exact notes I passed onto Ben.


I WONDER HOW HE IS GETTING ON!?!?!


Before I begin below was Marks initial level design on paper:




We had a little trouble explaining the height shifts and how things worked. Ben was essentially working blind which I can empathize with.

I went over Marks initial design, adding the starting section we had only spoke about and made sure to make the mechanics as clear and concise as I could.

The first image is an overview followed by my notes on the level.



- Player enters and moves through forest style area (jumping up ledges moving through trees).
- Player moves under bridge and reaches Ood, chained to a tree.
- Makes Ood chase player until the tree becomes dislodged and collapses, allowing access to the higher tier 2.



- Climbing along the tree, the player can reach the ledge of tier 2 and enter the cave.
- Inside the cave, the player can explore with Ood and reach the tunnel blocked by a boulder.
- Ood moves the boulder and allows player access.
- Tunnel snakes upwards and reaches a ledge higher up (tier3) *See video.
- From the vantage point, the player can access the first rotating platform.
Player moves along platforms with the help of Ood, to eventually collect the first of 2 cogs.



- Carrying the cog (rather large) the player moves across the rotating platforms.
- The cog is placed on a spindal allowing the player to push and rotate it. *See diagram, bottom right.
- Turing the cog raises the next rotating platform.
- From this platform the player can reach the next ledge and tunnel, taking them to the higher ledge on tier 4.
- At the end of the tunnel, the player Is able to collect the 2nd and final cog.


- With the cog in hand, the player must jump down the ledge back to their previous position on tier3.
- Ood automatically realigns the rotating platform. (This is the only time in the level Ood will do this unprompted.
- Using the platform the rotating platform, the play can reach the farthest most right ledge of tier3.
- Using the 2nd Cog and placing it on the spindle at point 2, the player can turn the cog and raise a platform for Ood to clamber and join the player.
- Ood can lift the player up the next ledge, following the player afterwards.
- The player and ood exit the cave onto a ledge, overlooking the starting area and cross a bridge to the end of the level. 



Thats essentially it. Short level used to explain the rough concept of the game and act as a technical prototype to test the mechanics and technical needs.

Just in case Ben reaallllly hated words and reading, which is probably a bad trait in a programmer, I also made a very quick video animation in 3D.

I intended to just use the model to demonstrate perspective shots of the height on different tiers (since I didn't explain it well) but I got carried away and fancied myself the Steven Spielberg of Games Design. 



Yep.






Paranoid Tortoise Update

Thought Id do a little drop of the Art (and design) I've been working on in my class group, Paranoid Tortoise.

We've progress pretty far with a concept document deadlined for Wednesday and we are on track.

Our game, working titled "Ood", is a companion game based on a small child protagonist and his companion Ood, a Faun. (Or at least our version of such.) 


I wont go into much of the mechanics or games design here until later in the project, but for now here is some conceptual art I've been working on. As bad as it is. 

The game will have a very stylized cell-shaded, almost cartoon look and feel. As a result I've done my best to style these initial sketches roughly playing with different shapes and designs for the characters. 

Shading was kept to a minimal in the interests of time and patience. 







Started to like the designs of the characters and kept them consistent in the next few. Also attempted to emulate how we would go about modelling the forest and using the flat cell shaded colours in place of textures. 

I have mixed feelings about its success. 





Oh you!

Our document will probably get featured on the company blog, as soon as we`re ready to post something, but for now here is the cover of it:


Thats all for the Art I suppose right now, Ill be working on doing some more drawings over the next few days. I'm not really loving the quality of the results but with time pressures, need to move quickly to ensure momentum is kept up.

Takes me way to long to draw mediocrity. 


Ill make a new post about design.