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This repository was archived by the owner on Sep 30, 2020. It is now read-only.

Sabien's level design research

Sabien edited this page Aug 18, 2020 · 14 revisions

Notes

  • the game should start where it's daylight. It should start the player with a feeling of awe and adventure.
  • emotions to give the player: excitement, adventure, exploration... and climaxes with stress/ pressure.
  • we could change the color of the fog to like red for crazy levels, and have no fog on easy/ relaxing levels.
  • as the player unlocks new tools, and new mechanics become available, we want to teach them interactions between the mechanics, and give them "tutorials" throughout the game that pushes the player to learn the mechanics.
  • during the day it feels like steampunk... but at night the lights come on and make it feel more cyberpunk

Narrative ideas

  • the player finds a secret map that shows where a scientist hid awesome devices.
  • they put the map into their dog's coordinate system
  • the goal is to climb this absolutely massive tower, and glide off of it to escape the massive walls surrounding the city. Through jumping across buildings and using the city as your means to escape and see the world, you get to feel the escape to freedom. Your father is the richest man in the city, you break into his labs to steal his tech and escape.
  • instead of it being "open world". you can't navigate to certain sections until later in the game, either due to the blockades moving, or due to a new mechanic making it possible.
  • to get the story started, maybe the player interacts with a childhood friend, who's curious about the outside world, which plants the seed to confront your father about the situation... Which then gives you the idea to escape when he won't budge.
  • as far as escaping goes, there can be a few ways about it. Jumping off of the biggest building and gliding over the walls.. Figuring out a way to get the walls open, and walk right out..
  • maybe the city is a series of circular walls, and you have to use a specific mechanic to get outside of each one to explore the rest of the city... and when that isn't enough you have to escape the massive outer wall.
  • the player has a personal teleporter (maybe like a smartwatch) your father built, that when you're in danger, teleports you to your last checkpoint

Research

Current things to look at

cool maps

  • bhop_surf_qvo_v2
  • bhop_lightsout
  • bhop_jumalauta

Level component ideas

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