Thursday, August 1, 2013

Game Design Update

Story Ideas.

Protagonist is a treasure hunter ala, Indiana Jones hunting for the lost treasure of Rex Marksley, the legendary explorer who discovered these islands.  this leaves the 'bounty hunter' missions as side missions while providing context for a larger story arc. (each temple will lead to another, etc)

Outline for first level:

In order to introduce the 3 game play elements involved in the game (Platforming, shooting, flying) the introduction needs to be very carefully paced.

The game will start with a cut scene of the protagonist looking at a map while flying.  A dramatic, 1st person, 50's private eye style voice over will inform the player that he has found information that a lost temple is hidden on Lapuku Island and he's going to find it.

His train of thought is interrupted by a sudden thunderstorm, and his plane his hit by lighting, forcing him to crash land on the island.  During the crash he is thrown from his plane and his gun is knocked from his hip and is sent flying into the jungle.

The Game play starts with the player searching the jungle for his gun.  This section of game play will introduce the player to moving the character and camera and jumping, etc.  Game play will be third person with a free orbiting camera.

This short level will teach the player how far they can jump (into small pits with no consequences for failure) and how to crouch (under fallen logs etc) .

The player will see their gun in a clearing but when they walk towards it, both player and weapon will tumble into a hidden pit.

The second level, is set inside the temple.
Large Temple Guardians, which look like large stone suits of armor, lie dormant until the player moves too closely and wakes them.  Once awake they slowly and inexorably move toward the player until he moves out of range again.

The guardians will be between the player and the door, lining a long hallway, however they will be easily avoided if the player moves forward without stopping.

This allows the player to meet the Guardians in a safe environment and learn about their skills and abilities.

The Second room will only contain two Guardians   both standing either side of the door.  If the player moves up to them they will move forward and block his exit.  To solve this puzzle the player must draw the guardians away from the door and get behind them using an alternate route.  The player should be able to work this out using their understand of the Guardians behavior from the last room.  solving this puzzle will help the player to understand that escaping the rooms will usually involve indirectly influencing the guardians into an ideal position.  (this concept will later be built upon with buttons). The Steps for this puzzle are:

  1. Lead Door Guardians Forward
  2. Move into side path
  3. Exit room


The third room will further extend the second room, by placing a Guardian in the alternate path the player must use to bypass the Door Guards.  This adds another step to the puzzle and teaches the player how to layer their actions. So the steps for this puzzle are:

  1. Lead Side Path Guardian into main path
  2. lead door Guardians  forward
  3. sidestep side path Guardian (skill learned in puzzle 1)
  4. Move into side path
  5. Exit room.
This puzzle uses all the skills the player has learned so far (sidestepping, maneuvering) as well as forcing the player to use these skills in conjunction with each other.  


My Next step is to diagram out these puzzles (because text descriptions dont really work) and develop a few more.  Programming the AI for the Guardians will be fairly easy although they may end up being large stone idols (because sliding is easier to animate than walking ;)

I hope to have a small prototype testing the first few rooms within a week or two.




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