These page numbers goes over the
importance in composition of levels in general when it comes to the geometry in
it. Without the geometry, there can be no level, lighting or texturing. They go
over how geometry is used in a very crucial way to show how the world the
player is immersed in is realistic. It is important to take architecture in
consideration, including the way the geometry look esthetically interesting. It
is important to keep in mind the way the geometry connects to the buildings,
like pillars and the way the connect, not just the main pillar itself.
Tuesday, July 16, 2013
Thursday, July 11, 2013
MidtermFinalVersion Level 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.
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.
Tuesday, July 2, 2013
Multiplayer Analyzed
The game of my choosing is the one
and only acclaimed game called Demon Souls from 2009. It is a really good RPG
game that I happen to play during that year and underestimated the potency the game
had to begin with since they didn’t release that many copies in the U.S. This
is a perfect game for an example since it goes through both amazing
aesthetically interesting levels and gameplay. It is both easy and clear enough
for the beginning player and challenging enough for the experienced player as
well. It is important that a lot of the elements in the game that you can pick
up is glowing brightly along the environment (even though some of them are
secret and hidden away).
For the core gameplay this game
shines beyond imagination. According to the book, it is fundamental that you
would have to offer enough variation on the core gameplay without altering it.
The game definitely allows the player to add their own tactics to the game and
how to defeat their foes and also how to customize the character for its
mobility and the attack patterns they can do. You are able to have light to
heavy armor, so the heavier you are the less mobility you will have but the
more you can take hits. The lighter you are the more mobility you will have but
it is advisable that you will have to avoid most attacks instead of taking them
head on. Weapon choice is also fundamental; heavy weapons will give you less
mobility but more attack, and vise versa.
Most players love using light equipment
except for the weapons to get a good overall balance of power, defense and
mobility. When you happen to “Invade” another players world, you can kill the
player and his or her souls. That being said, when it comes to player v.s
player combat, all sorts of players can experience a lot of different kinds of
attack tactics created by other players, combos, and also armor/weapon
combinations. The amounts of experiences are amazingly big and varied in the
game since it has many different elements to choose from as well.
The environment also carries a
lot of potential during game play all around. It carries a lot of secret
passages and hidden places in order for the player to use tactically (a player
can hide themselves from the enemy then appear when their back is turned in
order to stab them from behind, and etc.). The one thing about this game, when
it changes to a single player mode to a multiplayer invading mode or partner
mode, it doesn’t change the flow of the game play at all. One way they do this
according to the book is having the environment stay the same when changing the
type of game play mode.
The environment is also nonlinear
so it will make all types of player constantly interested in playing the level
and having many different types of item, boss, enemy, and player spawn
locations in order to have more dynamic type of situations. The way everything
it set up for the player is to make it a challenge to kill all types of enemies
when it comes to the location in the environment (undead throwing bombs from
roof tops, black night hidden in a corridor, etc.). It is a good way to keep
the beginners engaged and experienced players coming back for more since the
game only gets harder and harder as you play it.
The way the game makes sounds
that are fixated on objects help the players experience feel more real as they
progress during the game. It is essential that the sounds are unique for every
type of species and players themselves (because everyone in this game has
everything customized) in order to bring the flow of the game closer to the
players liking. The way the sound works in this game is so natural that the
players don’t even realize it is really there. Player’s location can be
pinpointed when they make sound according to the location (a cave will make a
different sound), distance, and volume of sound they are creating.
Many different players appreciate
the sound since they definitely use it to their advantage when they are
fighting enemies or other players in other worlds. They can use a knife in
order to make a certain sound on a certain location to lure the player there
and tactically ambush them. Certain ways to use it to your advantage is hide in
a location and wait for the enemy/player to get in the rage of your characters
ear and ambush them from behind as well. It is also tactical to run away at
times or just avoid certain enemies as well, so sound will help you pin point
their location of the enemy and avoid them. It can also help you determine what
kind of mobility they have, weapon they’re possibly carrying, and how much
stamina they have as well. According to the book, sound for this game plays a
big role in gameplay as well as the way many other aspects of the game is
played out (like the story plot).
The one thing that is really bad
in this game is how heavy armor/weapon wielders play out in this game. Blocking
with a shield or having heavy armor in the game will eventually be pointless
since the game gets harder and harder as the player progresses and plays
through the game. For example, in the early or second play through a block can
become very useful instead of taking the hit head on (even if you use heavy
armor), but in late game everything basically can become fatal even with a
block. The way that works is really annoying if you spent all of your time
making your tactics based on that type of mobility, weaponry, and stamina and
you wont have a good chance of defeating boss levels at that point. I had yet
to have seen a player use those tactics successfully with an advanced type of
playing format. Expert players will most likely use the lightweight type of
attack tactic and try to avoid the other enemy instead of blocking their
attacks or taking them head on.
Another thing this game doesn’t
have that can be interesting (which is pretty bad in this case) is a cover
system of any type. The one thing that annoys all types of players when it is
multiplayer Vs. player is the magic and pyro-mancy attacks some use. It is
annoying since those types of attacks always goes through most of players
defenses (except magically defensive clothing, which is usually light but not
enough defense. Some of them are also fast and can home into you so it
desperately calls for mobility instead of heavy sluggish equipment wielding. It
is hard for players to get past that fact, that being said many players goes
through light equipment. The lack of a covering system may might as well be the
lack of heavy equipment use in-between players in general.
To top it off, the
game had many different positive reviews and it also had a lot of positive feed
back. Many other games tried manipulating something that is similar to the game
but not quite as the game, which makes it shine more from its uniqueness. It
was grader the best RPG for 2009 and will be considered one of the top RPG
games of all time. This game is all about the game play, so it only speaks for
itself when you play it instead of reading articles about it. Anyone who hasn’t
played the game should because they will appreciate it completely.
Abstract and Realistic Floor Plans
The game will be very close to an
advanced RPG kind of game. It will consist of a story line that will have to do
with a main character trying to find the main source of killings in his/her
hometown. It all starts with his
parents’ death and later finds himself between the killer and his dead parents.
The killer goes from town to town killing people and taking their possessions
with him. The scenario will be placed in a wild desert with a Wild West sort of
theme to it.
One
main thing that will make the game shine is the game play. It will separate the
way the story plot will be laid out as well as the way the characters
personality changes. The gameplay will be an explorer/adventure, detective, puzzle,
RPG shooting game. The type of game will only be a single player type of game
and will have many other types of games like a versus mode (where the enemy
will try to hide evidence and get away with the crime and the detective).
The
level will place the main character/player in an alley that was right along the
road where the character parked. You will have to find incriminating evidence
from a doctor that has been taking patients with no family records or anything
at all. It will be good since the character needs to incarcerate him in order
to interrogate him (anonymous tip was given that he knew the killer of his
parents). It will be a necessary for the player to complete the task undetected
or with little suspicion from the doctor himself or his coworkers. The player
will need to get a key that is planted on the doctor by introducing himself and
take his coat, or he can pick pocket when he points out someone else that’s
stealing. It will be imperative to stop the doctor when he finds out his
documents are missing. There will be a shooting with his two security guards and
his driver before the he drives away with the doctor.
Tuesday, June 25, 2013
Generic Level Design Based On Checklist and Clichés
The way this game will be created
will be similar to a batman/metal gear sort of game play with a lot more
futuristic twist in it. It will have Neo Japan type of art work that will be
similar the animation Ghost in a Shell. The way the team will correspond will
be work that will be shown in the bullet points and will be done according to
that order in the requirements section. It will only take 6 weeks for the team
of 12 to finish the game, so there will be a lot of times where we would have
to push work through in order to meet our deadline.
1.
Time: The design team would have about 6 weeks
to work on this assignment since it is one level. The level will have clichés
in order to convey ideas more clearly to the gamers with a positive feed back.
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 is an important
asset to the game so that is always a must have. There also need to be a good
environmental layout in order to get all of the assets placed well (shouldn’t
take that long to make). There has to be
props and buildings for this environment, including 5 different enemies for the
player to counteract with. The game has to be programed in the Unreal Engine
and the game play has to be spot on with the description as well.
5.
Purpose: The level will be a single player story
mode level that will be consisting of a retired vet (35 yr old) trying to
rescue a hostage that can lead her to a Mob Boss from the city who seems to be
connected with a weird drug that can let a person experience time in a slower
pace. It will be placed in a suburban
city slum with a rainy type of weather. The main character will have tights on
with spy gear and assassination gear as well. The level will be about half way
in game time so it will be a challenging level to play through and the main
character will need to find an enemy to get info from the level (hints).
6.
GamePlay: The game play will have to start with
the character on a rooftop of a cheesecake factory patrolling the area. She
will glance at the other factory that seems closed down and she will find guards
taking the hostage inside (scene will have a lot of lights flashing with
circular spots). The main character is able to change weaponry with the
directional buttons and move with an analog (including moving the camera with
another analog). She will be able to sneak attack with a range of different
weapons. Hand to hand combat will be one of her specialty and will be used a
lot during gameplay, as well as shooting fights. The game will have a lot of
secret passageways for the character to infiltrate the place in different
places (making gameplay unique once in a while) and will be able to do certain
take downs with different styles in undetected. Once inside the building, she
will head towards a door that is electronically locked and with a key as well. The
electronic lock is located to the left of the building in the basement, guarded
by one guard. As soon as the guard is killed or knocked out, a guard 3 times
the size will start fighting the main character. The key will be located in the
opposite of the building in the cellar. It will be booby-trapped and will have alarm
triggers that will end the level in failure. If 3 guards sound a call in a
wooky takie it will end the level in failure as well. As soon as the main
character opens the main door, she will be encountered with the hostage and a
Mob Leader she’s been tracking down as well. You will be placed in a situation
that will have to base your instincts to the test. The player will have 2
different choices, either shoots the leader including the hostage, or scare off
the leader with an electric current destroying the lights in the building
created by you right hand’s glove. If the player chooses the first one, he/she
will find it more lengthy and difficult to find the Mob Boss. The second choice
will let you find more detail from the hostage from their central point of
operations and an idea for their plan for the city, but the Mob Leader you let
escape will confront you again, with more tricks up in his sleeve that the
player will find more challenging than the last confrontation.
7.
Theme: It will be a cheesecake factory located
in Neo Tokyo Japan. It will be futuristic, but it will still have that
lingering past in the slums since people are still poor and can’t really afford
the luxury of modern technology. There will be many different tall buildings in
the back ground with a lot of color lights coloring the main ground the player
will be located in.
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.
Thursday, June 20, 2013
Level Creation Based on Check List + Floor Plan
Joseph Garabaldi
6/20/13
Level Design
HW
Generic
Level Design Based On Checklist
1.
Time: The design team would have about 2 weeks
to work on this assignment since it is one level that does have a lot to do but
one main goal, and it contributes to the overall idea of the storyline.
2.
Tech: The game engine will most likely be used
in UDK and of course MAYA and PHOTOSHOP will be used in order to create the
models for the game.
3.
Limitations: Everything can be made in order to
make the level flow out as it was written accordingly since we would have the
people with the necessary skills to accomplish it. We would separate modelers
with texture designers and lighting. Sound and software writers would be
important for the game level as well.
4.
Requirements: There would need to be visual
styles that go back to being relevant were queens are in time (like the
medieval ages). Buildings will all have a gothic type of look to them and they
all have a unified gothic choice to them as well, but it will be a modern type
of setting so everything looks modern on the inside of the castle. Horse wagons
would be used for a chase as well and they will be used in order to carry the
player out of the castle in order to escape from guards with the queens jewels
(the end of the level).
5.
Purpose: The level will be a single player story
mode level that will be consisting of a theft from the queens jewels (player
will have to do sneaking around the guards) only for the queen to find out they
are missing later on (regardless).
6.
GamePlay: The gameplay will be relaxed at first
with certain elements complementing that feeling when the character is sneaking
around, but then it will become intense with the horse cart/wagon chase that
will follow (enemies will use cars). During the level you will be able to steal
more treasures from the castle in order for you to get more credits that earn
you experience, weapons, armor, and tools for mission use. The level will be a
3rd person movement level for the sneaking part of the level and
then the car chase will be a shooting type of game play. There will not be
enough room in order to create a boss level in this one. It wont have that many
enemies in the beginning of the level but later on there will be since you are
getting chased by the majority of the castle guards on foot then horse wagon.
7.
Theme: The castle will be located on a big hill
that will be surrounded by a city during the modern age with a medieval sort of
gothic style. The story will have to do with a lot of poverty in the city and
the queen is taking all of the country side riches for herself.
The floor plan was made successfully
but it was sort of difficult to figure out where the character will start up in
the level first. Since the player will be shown the character climbing the
castle from an edge then go to a courtyard that allows him to infiltrate the castle
close to the queen from the dining room will be key to give out a message to
the player which is the fact that the game is a sneaky mission type of game.
It
was a little hard creating the floor plan since the location isn’t really similar
to all of us. All I was talking about during the whole process is that I am
creating a castle interior.
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