Friday 25 November 2011

Level Design: Second Draft



After working through some top down paper based designs, I began my second draft of the level.

This time around, I aimed to not only create a mock up of how the level will run, but to form an overall "feel" for the level.

To facilitate this, I changed the village around to be nestled in a valley around a large, almost mountain like hill. In the shadows of this hill lies a ruined temple and catacombs, a shanty town built around a river mill, and - much higher up this time around - a fortified manor house, looming down on the peasant shacks.

Monday 21 November 2011

Finished Level Design Concept





















This is the 2nd sketch up of my game level, and is much improved on the first. I still need to add more building interiors and game challenges before getting further feedback.












This is V2 of my village level. The river runs through a valley, around which a shanty town has risen. The mill itself rises up over the hill and has merged with a fortified manor house to create an effective fortress. The only weak point is the mill itself - unprotected by walls for easier access to workers and the river. The other high point of the valley will be dedicated to small farms and shepherding huts, dedicated to feeding the peasants of the village.


Level Design First Draft

This is the first draft of my level, a fortified village built up around a mill. The player is a key soldier in a play by the rebels to take the village from the Empire for its valuable resources and defensible location.

The player must make their way through longhouses and the mill, fighting enemies, in order to assassinate the enemy mage, lowering the Empires magical protection and leaving the village open to attack.



This was a very quick sketch up of the level. The blue denotes the impassable river, red circles indicate combat events and the yellow circle is the assassination target.


This first draft is very linear and not all that interesting. There are a few optional rooms to engage player interest, but other than that the level is very flat. A small plains village would not be as flat as this, rather it would be built around a valley.


The richer areas around the mill would likely be place on the higher ground, with better defensive walls and ordered buildings. The poorer areas would be a far more ragtag affair, likely situated in a bend in the river as a natural defense for those unable to afford fortifications and walls.


With this in mind, I moved onto a second paper draft.

Sunday 20 November 2011

Devil May Cry Mechanics Analysis

Devil May Cry is a third person action adventure. Basic mechanics include running, jumping, puzzle solving, ranged combat and melee combat. Interestingly, DMC started life as Resident Evil 4, but was considered such a departure it was developed into its own IP.

Combat in DMC differs from that of God of War in that enemies are much tougher, but come in smaller amounts. Dante can string together combos using various weapons. Players are encouraged to “juggle” enemies in the air using both sword and gun attacks, and are given a stylishness rating for it. In both games, enemies award health and experience orbs, used to unlock further abilities for the characters.

Finally, Dante has access to a “devil trigger”. A cool down based mode that enhances all his fighting abilities to decimate enemies.

God of War Mechanics Analysis

God of War is a third person action adventure, and can arguably be considered the evolution of the side scrolling beat em up. The game includes basic mechanics such as running, jumping, puzzle solving and combat.

The majority of the game involves combat – Kratos has a light attack, a heavy attack and a special attack button, which can be strung together to create combos and moves used in wiping out the large hordes of enemies that face you.

A further combat mechanic involves slowing the pace slightly. Larger, tougher monsters cannot be killed the usual way – the player must enter into a quick time event and complete a series of button presses, either a combo or a “mash”, and finish of the enemy in a usually graphic and ‘satisfying’ way.




I began to look at Mills and housing that are found in these different environments. This inspired the interiors of my level. I felt that with the mill in particular there was a lot that could be done with a combat-focussed game. The feudal, "poor" feeling of these buidlings was also what made me resolve to add a fortifed manor house, suitable for a lord or baron. I situated this on the highest ground, with the village below it within the natural defenses of both the hills and the bends in the river.


This is how fortified manor houses were built up in history.

Environment analysis.




My level takes place in an interesting environment. The region is rolling and mountainous, but also contains vast plains and freezing tundra. I looked at real life areas including Africa, Mongolia and Russia, amongst other places. I resolved to create and area in which life is harsh, but with an abundance of resources to exploit. In order to make my level less flat and boring I decided to place it within a natural valley.

Monday 14 November 2011

Game Level Design Group Work



Firstly we looked at other games that featured similar layouts, dimensions and mechanics that the game level design must have.












Level Breakdown







We divided our level into four primary sections, and discussed the features that would be introduced in each, in order to create and maintain a hold on the players interest.







· Main Assembly







The player take control of Baz, a disgruntled elf working in the tyrannical Santa’s toy factory. Having had enough of working all year, he takes his newest toy, a state of the art whip and sets off to escape the factory.






The main assembly is mostly an exercise in timing and learning to run and jump. The player is introduced to using the whip to pull and move inanimate objects. The will encounter conveyor belts, crushing machinery and moving cranes and platforms. The player will use their whip to move industrial lasers to cut through doors and enemies, pull boxes down to form platforms, and swing between platforms.







Finally, the player gains the electric whip power up, which they use to power a generator. This generator powers the end of level elevator, and the player takes it up to the factory roof.







· oRooftops







The rooftops continue in the same vein; however they introduce new mechanics in the form of chimneys. Chimneys can spew out dangerous chemicals, needing careful timing to be passed, or gusts of air which can be used to reach otherwise inaccessible platforms. The consequences of failing are now much higher, as Baz will die if he falls off the roof. The electric whip power ups can be used to charge lightning rods and power up the way forward. At the end of the section, he jumps down a skylight into the next section.







· PPackaging







The player must now make their way through packaging, dodging exploding xmas presents, more complex conveyor belts and angry enemies. The electric whip is needed to power generators, and the player is introduced to the second whip power up – the fire whip. This can be used to burn through wooden obstacles and set off alarms to distract enemies long enough for Baz to sneak past. Fire Alarms also open fire doors, which allows the player to move to the final section of the level, the Loading Bay.







· LLoading Bay







The loading bay is the final section of the level, and includes all of the things found so far, and is the final test before the player is considered to be into the game proper. New enemies and more complex platforming provide an increased challenge. Finally, the player finds and steals Santa’s sleigh, making their escape to LEVEL TWO.