Tuesday, July 9, 2013

Level Mixture Design



             The game that was combined from my past designs happens to have some pretty interesting concepts with it. It attains a time frame during the future in an activist type of year like 2045. The main character is a wanted criminal that is known to break in government files and revealed their secrets in order to get them known to the world around him or her. Many things lead the character to travel in order for his location and his identity to remain concealed and for the character to have the upper hand in all types of operation. During the past, he/she was forced to live in exile with no technology in order to let things settle down from the recent events. After that period 3 years later, he/she returns in hope to find a normal life within the city. Little does he/she know that the city has turned extremely corrupted and has a lot of people suffering.

            One of the first levels is a simple task in order for the character to recall his/her techniques by helping the landlord get his freedom back since he was wrongly convicted of stealing a million dollars from the bank he works in (he wired money over the years to his own accounts). The level starts with the character finding out the truth of the matter without the landlords consent at the bank during night hours. The main characters memories of his/her former teacher tell the player how to play through the level. It basically lets the player know how/where to infiltrate locations, how to hack into modern AI robots and equipment, how to sneak, and how to use certain equipment/techniques   (like stun weapons and luring type of items to drive the enemy at a different location).

            The level this document is going to be based on is during half of the games content and story line, where the main character is driven to find an imposter that posses like him/her in order to black mail other evil and decent groups alike in order to control the whole world. The level’s main objective is to infiltrate a high security compound and find data links and information that will lead you to the imposter. The level will have the main character start form the outside of the building and will have many different possible ways to infiltrate it. It can be done so by using vents, doors, roof or underground sewage.

            The main way the gameplay works is to be stealthy and not to confront enemies only when the situation calls for it in order to reach your objective. Besides enemy AI and cameras to hack so you wont leave a trace of your whereabouts, you will need to hack enemy personals hub devices. Not only are those devices used in order for them to communicate amongst one another, they also obtain key data that will allow the main character to access rooms with higher clearance passage. There will be two guards that will have key data for the main central Hub terminal that is used as a communication link with the imposter. The level will be considered to be hard since you will need to approach enemy guards undetected and close by in order to hack their hubs and steal their data.

            One technique that the character will have is be able to control enemy AI’s for a couple of seconds in order to steal data with them. The one bad thing is that the AI will know the location of the hacking accordance and you will be forced to move away from the location right after the hacking stops. In the end of the level once the main character has the Intel, the whole compound will be alerted and it will force the main character to run away from the scene and escape the compound alive.

 

1.      Time: The time frame of the level design will be about 6 weeks in order to accomplish. It will consist of holidays as well so the make up days will be appointed in order to use time efficiently. Deadlines will be strict and will have many things planed out in a calendar in order to make sure the projects doesn’t fall behind track.

2.      Tech: The game engine will most likely be used. MAYA and PHOTOSHOP will be used in order to create the models for the game. The Unreal engine will be one of the fundamental tools used for the game production as well. Logic will be used for the audio of the game as well as many other programs including Midi files.

3.      Limitations: We would have to contribute 12 new assets for the level in order to make the work flow much better and less confusion on the art style and how it is going to be launched. There would have to be crunch time for those assets, which will be held 2 days to complete 3 different ones. The main character and environment layout will have to be completed first in order to get a good visual on the level. Then the enemy models will have to be finished in the end as well. Audio will have to be made as well during the programming of the game in the last week. There will be 12 people working on this project.

4.      Requirements: The main character will be done by now since the game will be a type of RPG game format where the player is able to choose the sex and physical characteristics of the main character. The personality of the character will also be customizable by the player in order to show more originality during play-troughs. It will also add a lot more value during replays. The environment of the level has to be spot on when it comes to modeling and texturing the props, enemy personals/AIs, and backgrounds. Gameplay introduction to the new ability introduced to the character will be key to drive the player into a new profound feeling that will real in the player more towards the completion of the game. The animation sequence in the beginning of the level, end, introduction to the new ability, and hack completion/chase will be necessary to finish the level with a professional touch.

5.      Purpose: Since the player is playing through a story mode that is strictly single player mode, the level will have to have strict and simple goals in order for the player to understand and have that sense on loneliness during the level. The main character will then use the skills he/she has obtained during past game play in order to accomplish the objectives during the level. The player will basically need to infiltrate a high security compound in order to get Intel from a communication link that will lead the player to the imposter that is trying to control the world through hacking capabilities. It will be key in order to get data from enemy personnel from their hub links each one has in order to unlock rooms toward the main terminal hub.

6.      Gameplay: The compound will have a lot of searchlights outside of the compound. There will be very few crawl spaces in order to be completely hidden from the dark, and those are crawling with poisonous insects and serpents. The best way to get inside the compound is to use camo, move slowly and freeze only when light is directly pointed at you. Other than that the player can also create a diversion using a hidden bomb (triggering it using a communication link cable from a distance that will be as close as possible to a vent that is highly guarded in order to trigger the bomb and get inside undetected). It will also be key to hide from personnel in the inside of the compound, but if the bomb was triggered, it will be very populated inside and will be harder for the player to maneuver. Once inside the player can use shadows and mechanical crawl spaces in order to hide and crawl away from guards. AI will be more difficult to avoid and might have the player confront them at times. It is important to take out an enemy or group of enemies as soon as possible without them alerting the compound or the level will end in failure. Once the player gets to the central terminal, a puzzle will appear to the player in a form of wires and circuits, then letters mix matching in order to hack through it. It will be a challenge since the room will be guarded and the player might have to hide several times during hacking process in order to get it done, but if the player obtains a hidden link away from the terminal then they only need to hide once. After the completion of the hack, the player will have to run away and escape the compound in one peace in order to complete the level. Certain things the player couldn’t do in the beginning of the level will be obtainable in the chase part of the level. The player is able to use ceiling tubing to cross bridges he/she wasn’t able to before since stealth isn’t a concern anymore. The AI will be harder during this level in order to get the feeling of flow together during the play-through and will be AIs that will try to out smart the player and possibly sneak behind him/her.

7.      Theme: The theme will be on an activist type of era that is during the year 2045 and 48. The style will be futuristic and punk kind of style. The compound however will have that highly military look to it that will reflect back to technological advances gained in those years. The style will be a realism type of style and will have a highly definition look to characters faces in order for the player to connect to the main character more and feel more like they’re the main character.

In conclusion, the game has a lot of content in order to make the level. The level will be successful if the team pulls it together and have the deadlines met. I strongly believe that the design team will be able to finish the project in time. It will be a simple task to get it all done in 6 weeks since we will have about 12 people working on the project and they will be evenly distributed when it comes to skill in what they can and should do. The only issue I came across is the tech that they are going to use and if they are able to make it in time. There seems to be a lot of crunch time when it comes to assets and how they will make them will be a concern. The only thing that I believe will be fine is the quality of the work. Since it doesn’t have to be modern type of work (high definition work form modern counsels), the art shouldn’t be that much of a hassle.


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