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Tuesday, May 8, 2012

Environments for Games - Interactive Level

Here are the results for Project B - Interactive Level for my Environments for Games course at SCAD for my MFA.



Thesis:
You awake in a crypt with no apparent way out; your memory is fuzzy, and how you came to be in this crypt is a mystery.  Finding a way out seems like the best idea, who knows how long you can stay sane trapped in a crypt.  This is the first of several trials to save your soul from being trapped in the underworld forever; can you survive the crypts trials and be granted the blessing of the gods? 

Back Story:
In life you were a great warrior, worthy of the gods’ attention; but it has been centuries since you have walked the physical realm.  Disturbed and awaken from the dead to compete in an arena of champions throughout the ages.  A contest to end the bickering of the gods and to prove once and for all, not only who was the greatest warrior to ever exist, but when.  Before you are to be forfeited to the gods for their entertainment, you will have to overcome The Trials to prove that you are worthy of the arena and the battle for eternal glory.

Synthesis:
The player will be rewarded the sword and shield that they must find to finish the crypt’s trials.  The idea would be that this is part of a larger campaign or world in an adventure RPG.  So the sword would be special in some way, i.e. extra magical damage, required for a quest.  The buildup in difficulty and defeating the boss skull is another form of reward, and will offer closure on the trials and give logical conclusion to advancing in the game/level.  This will also help the player gain a better understanding of the character’s controls and actions.  These factors will offer the player a reward greater than the risks of the level making sure they do not feel cheated upon completing the objectives.

Antithesis:
A continuous buildup of challenge, interaction, and difficulty will drive objectives the player must overcome in the level.  To allow the player to get familiar with the controls the first conflict is a simple objective of finding an object in the scene and placing it in a location in the scene.  Although this may be the easiest objective as far as skill is required, it is probably the hardest when it comes to problem solving skill.  From there the player’s next set of tasks result in challenging the player's skill at moving the character on the screen and developing those skill sets.  Building from previous knowledge of using the character controller.  The next set of challenges includes dodging traps and enemies but also act as a tutorial on how to use the newly acquired shield.  The final set of objectives, the boss area, will include combat with basic AI.  The player will have to use their skills with movement, blocking, and timing their attacks to kill the enemy AI.  The final challenge is a boss skull with the ability to hit you at range increasing the level of difficulty once again for the final battle of the crypt.

This sets a nice slow but steady learning curve in the level.  It will help build the players skill but keep them challenged the entire time and increasing the entertainment value of the gameplay. 

Interactivity Breakdown:
You will start off in a crypt and you will have to find a way to unlock the door.  To do this you have to offer a prayer offering to the gods overseeing the crypt. You will have to find a piece of gold in the crypt, pick it up and place it in the offering plate.  This will unlock the door.  


Once you unlock the door you head upstairs and down a long hallway to a circular room with a larger statue in it.  When you enter the room the wall behind you will close.  You can then interact with the statue and it will turn to the east wall the wall will open.




Once through the wall, a series of swing blade traps and fire traps will activate, the player must make their way down to the end and retrieve a shield.  Once done the traps will stop, and the player will have a shield equipped that they will be able to block with.  You will return to interact with the statue again.




This time the statue will turn to the west wall, the wall will open and the last wall will close.  Once the player walks through the wall it will activate a series of flaming skulls being launched the hall.  The player can dodge or block (using the shield) to make their way down the hallway.  At the end the player will retrieve a sword and the skulls will stop spawning.  Once again the character will return to interact with the statue.




This time the statue will turn to the north wall, a wall will open and the other wall will close.  When the player goes through the wall, the wall will close behind them, and the wall in front of them will open reviewing another round room.  Once the player enters the room, three flaming skulls will spawn and attack the player.  The player can attack back with the sword or block with the shield, once the three skulls are defeated a new flaming skull will spawn.  Once all the skulls are defeated you win and will be allowed to exit the crypt.




Concept Work: