Monday 31 October 2016

Production Interactive - Game Design

Production:Interactive
Game Design



Haven't been updating blog in a while, but this is a level design I did a few weeks back. This is an idea I had for how the level could play out. First is the beach stage which will have obstacles such as barrels to which the player will need to jump over. This is to help introduce the jump mechanic of the game and because the beach stage is quite flat it helps introduce the run mechanic, so the level eases the player into the general control of the game. From there enemies are introduced into the level. Some enemies will need to be jumped on to knock out or dodge such as the crab on the beach and boar in the jungle. The empty squares throughout the level represent the collectable asset that will be used at the end of the games level. I think the group decided it was gunpowder for the canon at the end. After the jungle stage, to get to the cave the player will have to travel on top of lily pads which are the moving platforms in the game. In the cave will be a canon which the player will need to activate with all the collected gun powder in order to blast through the wall and proceed to the last part of the game. The last part is where the character will encounter the main boss. Dialogue will appear at this part and I'm not completely sure what will be said or how the game will end as of yet.



I drew up a few concepts of extra assets that'll appear in the game. Barrels or crates for the player to jump over and or for enemies to hide behind. Lily pads or logs as moving platforms to help the player travel over water. Shape exploration was my main focus with the concepts as I looked at existing pictures to create an idea of what would look best  in the game. 

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