Skip to main content

Entry 9: Level Design (5 July 2018)


This entry will focus toward level design and story boarding of the game play of that stage. Each level will emphasize the impressiveness of the controllers and the co-op experience, working simultaneously.

Level Progression:-

1- Beginning, introduction of the characters.
This stage is the introduction to the robots and functioned also as a tutorial for players to understand
the necessary controls.

2- Battery, pick and carry.
This is the first stage where players must work together to complete the task. The task is to
carry a battery from a battery dispenser to the battery port through a long hallway. The hallway
windows will show a battery reactor in meltdown to reflect that some part of the facility is not
well-maintained.

3- Vent, lab break-out - removing bolts.
Right after players entered this stage, a loud explosion will occur, causing wall panels to fall on
the path to the exit. The explosion also revealed a alternate exit which it is a vent and previous
robots’ track that leads into the vent systems. Players must pull the vent to enter the vent
system.

4- Conveyor, running and punching.
In the vent system, players will fall through the vent’s floor and land into a furnace room with
conveyor belt. Items and object will start falling into the the furnace and the players must punch
a way through the objects before they fall into the furnace. The players will meet a door at the
end of the stage which leads to the vault.

5- Vault (Ending), accurate throwing.
This stage is the final stage where players able to meet the previous robots from the Vent Stage
but they’re dead. The vault leads to the ending of the game and players must power up the vault
with batteries to create a bridge to open the vault. In the deep pit in the stage, batteries will float
around in zero-gravity. Players must grab the battery and toss it accurately into the vault’s
battery port. Upon reaching to the vault, players will witness the outside world and the screen
fades to black leading to credits and return to the main menu for the next players turn.


Storyboard and level design sketches montage.

Intended Environment
The look of the internal facility will be futuristic and minimalistic, before the transition to a more industrial-look, to create a welcoming/safe environment for the player to explore without being anxious.

Restricted Environment
The look of the external facility will be dystopian and industrialized look to create the sense of danger. This environment only implemented for a specific stage in the game to show that escaping the facility requires risks. 


Lightings
The lightings are harsh and strong because it is easier to guide the players. The lightings will be used to point important interactable objects to make the overall game less difficult.


Colored Lightings
The colored lightings are used for specific event occur in game. Strange lightings will create a sense of mystery and anxiety. The color palette will most likely to be vaporwave-like. 

Comments

Popular posts from this blog

Entry 12: Prototyping and Demo Build (5 July 2018)

This entry will be focusing on initial prototyping. The criteria focused for this prototype will be:- - Moving around with keyboard w/ strafing but turning - Integrating Leap Motion onto a moving object - Grabbing and Punching stuff with Leap Motion This is the initial prototype for the features stated above. Demo Build The demo The Vent stage for testing the visuals and prototyping the feedback of the interactable objects.