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Death Temple Level Design Level Objective Chris’ path to the bridge that will take him into the alien city is impassable because the paths along the canyon walls have collapsed over the centuries. He is rerouted through the death temple where he must find a way out that will take him closer to the bridge and he will also unexpectedly be forced into direct combat with Virian that has been stalking him. Gameplay Purpose For the player to experience intense, desperate combat. Also to use light and the new radial force powers along with powers they already have to complete simple puzzles. Player will gain new powers 60% of the way into level. Gameplay tone: Desperation, panic Chris is constantly surrounded by darkness and enemies that he may not be able to see. The spiders attack is swarms without warning from the darkness. Sound effects and light will direct the player. The sound effects will instill fear and contain the player within a certain path. The lit areas as well as the lit shards will naturally serve as a “safety blanket” to the player so they may see where they are being attacked from. As well as spiders, the player will be hearing the sounds of the Virian stalking Chris waiting for the right moment to attack. Fictional Purpose Chris’ path forces him to pass through the Death Temple or ‘Hall of Heroes.’ This section is where he gains the final set of powers, the AOE radial attract and repel that is based off the shards. In this temple he will be attacked by swarms of enemies as well as one of the ‘immortal’ Virians. Purpose for Death Temple: A place for the natives to hold ceremonies/funerals for the ones that had been chosen to pass into the alien city. Ceremonies for the ones who had passed on were held on the lowest level so they could be raised up to the tomb level and symbolically “ascend to join the gods(guardians).” On the tomb level of temple, alien crystals were used to keep coffins of past heroes embedded in the walls so they would never be disturbed. These crystals have effect on the spiders as well making the lit crystal areas even more of a “safety blanket” area. Fictional Theme Loss of Humanity (Theme throughout the game. Exhibited differently in each level) In this section Chris will go through a loss of humanity through losing his fear. This will be achieved by putting the player in frightening, sudden close-quarter combat. After learning the skills to survive this Chris will have transformed to have no fear. World Orientation Layout and Side view of death temple (see below)

Death Temple Level Design

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Page 1: Death Temple Level Design

Death Temple Level Design

Level Objective Chris’ path to the bridge that will take him into the alien city is impassable because the paths along the canyon walls have collapsed over the centuries. He is rerouted through the death temple where he must find a way out that will take him closer to the bridge and he will also unexpectedly be forced into direct combat with Virian that has been stalking him.

Gameplay Purpose For the player to experience intense, desperate combat. Also to use light and the new radial force powers along with powers they already have to complete simple puzzles. Player will gain new powers 60% of the way into level.

Gameplay tone: Desperation, panic Chris is constantly surrounded by darkness and enemies that he may not be able to see. The spiders attack is swarms without warning from the darkness. Sound effects and light will direct the player. The sound effects will instill fear and contain the player within a certain path. The lit areas as well as the lit shards will naturally serve as a “safety blanket” to the player so they may see where they are being attacked from. As well as spiders, the player will be hearing the sounds of the Virian stalking Chris waiting for the right moment to attack.

Fictional Purpose Chris’ path forces him to pass through the Death Temple or ‘Hall of Heroes.’ This section is where he gains the final set of powers, the AOE radial attract and repel that is based off the shards. In this temple he will be attacked by swarms of enemies as well as one of the ‘immortal’ Virians. Purpose for Death Temple: A place for the natives to hold ceremonies/funerals for the ones that had been chosen to pass into the alien city. Ceremonies for the ones who had passed on were held on the lowest level so they could be raised up to the tomb level and symbolically “ascend to join the gods(guardians).” On the tomb level of temple, alien crystals were used to keep coffins of past heroes embedded in the walls so they would never be disturbed. These crystals have effect on the spiders as well making the lit crystal areas even more of a “safety blanket” area.

Fictional Theme Loss of Humanity (Theme throughout the game. Exhibited differently in each level) In this section Chris will go through a loss of humanity through losing his fear. This will be achieved by putting the player in frightening, sudden close-quarter combat. After learning the skills to survive this Chris will have transformed to have no fear. World Orientation Layout and Side view of death temple (see below)

Page 2: Death Temple Level Design

Section 1:

High Level Overview: Chris discovers current path is blocked and must find his way into the death temple. Section Goal: Break through a specific section of ground to enter death temple Type of Gameplay: Exploration Layout

Page 3: Death Temple Level Design

Spatial Description This area is made up of ledges of varying widths along the walls of the canyon. It is all exposed to the natural light and the bridge into the alien city is visible in the distance from most angles along the player path. The death temple is not visible at any point during this because of the arrangement of the canyon walls so the player’s focus is on the large bridge. Walk Through

1. Player comes up the path at “A” 2. Sections of the rock walls as well as the paths collapse to stop player progress at “B” as well as

the path behind him is changed. At this point cracks and light coming through the floor at “C” will become visible.

3. Player back tracks through the environment until they figure out that they can use objects in the environment to smash the floor at “C” to procede down into the death temple.

Section 2:

High Level Overview: Chris drops into the middle layer of the death temple, where the crypts and tombs of past native heros are kept. He must make his way deeper into the temple before he can exit it. Section Goal: Make your way around the tombs to reach the death god statue and then down deeper into the temple. Type of Gameplay: Panic Reference Photos: Layout (starting on next page)

Page 4: Death Temple Level Design

Spatial Description This area of the temple is still fairly sealed off from the outside world. It is very dark and has narrow passage ways. It was not designed for people other than the holy priests where they would place the coffins in their final resting place. The only source of light in each chamber is a decorative torch with a crystal upon it. These crystals house the power of radial repel and are what keeps the coffins lodged into the walls of the tombs, so that they are not ever disturbed. In some of the chambers the crystals are destroyed and are dark. In the dark chambers lurk spider enemies because the radial repel crystals also has effect on the spiders. In the center of all the tombs is an elevator shaft that goes between all the levels of the tomb. The elevator shaft is tall and has smooth side so the player is not able to climb up or down it, nor survive a fall from one level to another. On one side of the room is large statue of the death god who is holding a much larger radial repel crystal from which Chris will gain this new power. Walk Through

1. Player enters through the ceiling into the death temple at “A” 2. Player must follow path of lit tombs (blue squares) to avoid being attacked by swarms of spiders

Page 5: Death Temple Level Design

3. At “B” player will have to move a large stone to clear his path and inadvertantly destroy the repelling crystal. At this point the light will go out and spiders will swarm the room. Forching the player along into the next room.

4. Player continues along path of lit rooms until they can get to “C” where they can safely get into the center area of the tombs level.

5. After reaching “C”, player can get to the death god shrine at “D” where Chris gains the new power in a cinematic moment.

6. Virian emerges from the darkness back at “C” and chases the player to another hole in the ground that will go deeper into the temple at “E”

Section 3:

High Level Overview: Goes deeper into the death temple into the ceremonial level. Down here is where the player fights the Virian and also where the elevator platform is so that they can get back to the surface and exit the death temple. Section Goal: Destroy the Virian. Use the elevator to get back to the surface. Type of Gameplay: Desperation Layout

Page 6: Death Temple Level Design

Spatial Description This is the lowest level of the temple so that during funeral ceremonies, the coffins of the fallen heros can “ascend to join the gods (alien guardians).” It is a fairly simple and open environment that lends itself to a battle arena for the purpose of this fight between the player and the Virian. It is well lit from a destroyed section of wall where stairs had previously been in place for the other natives to come down from the surface to attend the funeral ceremonies. In the center of the room is an ornate elevator platform which the ceremonies would center around and also so that the coffin can be raised at the end of the ceremony. The rest of the room is lined with pillars, statues, and other set dressings to be used as amunition for the player. Walk Through

1. After traversing downwards through the tunnel/hole from tomb level, player drops in at “A” 2. Virian shortly after levitates down through the elevator shaft. 3. Player must dodge the Viran’s attacks while figuring out what combination of their powers can

destroy the Virian. 4. Player will have to discover that timing the radial repel power right when the Virian is over it will

stun him for a few moments due to him being ethereal . 5. Crystals around the elevator platform will shatter and the pieces will swirl around when an area

repel is created when a shard is attached to them and after a second they will return to the form of the crystal.

6. The combination of creating an area repel on the largest crystal in the room located on the death god statue while the Virian is close to it will cause a large blast throughout the room to go along with the shattering of the large crystal. When this happens the Virian will be stunned in place long enough so that when the large crystal reforms it will suck the Virian in with it, therefore trapping him within the crystal.

7. During the large blast the player is hit with a wave of energy that will give him the ability of area of attraction.

8. After the battle ceases and the Virian is trapped within the crystal, a horde of spiders begins swarming into the room.

9. The player must escape using their powers on the elevator to ride it back to the surface. A shard underneath the elevator platform activating an area repel combined with a shard on the elevator that is repelling itself from the other shard will be required to propel the elevator fast enough to escape.

Section 4:

High Level Overview: This is the exit for the death temple, no threats to the player so that they can regroup to help maintain flow. Section Goal: Exit death temple and continue on the path to the alien city. Type of Gameplay: Calm, relieved Reference Photos

Page 7: Death Temple Level Design

Layout Spatial Description This area is the entrance for the natives into the death temple for ceremonies. It is on the “surface” level of the rest of the world within the canyon so a lot of soft natural light is present in the room with no shadowed areas. It is decorated with many ornate structures and colors to provide contrast in the player flow as well as for the fictional purpose of making the ancient natives feel that the ceremonies for fallen heroes was an honor and a celebration. Vegetation has overgrown into the temple to add to the color of

Page 8: Death Temple Level Design

the room. Much of the architecture is derelict in the sense of forgotten but not destroyed. The ruins will provide for a simple interaction, navigation, and platforming puzzle with the goal being to exit the room. Walk Through

1. This section starts with the player still riding the elevator up beyond the shaft and smashing through the floor of the entrance level at “A”

2. Player uses a fallen pillar at “B” to get up to aesthetic trim of the room to use as path. 3. Player moves around the top of the room. 4. When pass above god statue, sections of path are collapsed and exposed to the canyon. Player

must make a few minor jumps to get across. 5. At “C” player must use powers to push pillar from outside courtyard leaning in through window

to clear path to exit temple.

Asset List

Statue of Death God Cave walls pieces (3 variations) Temple wall pieces (ornate, simple/plain) Arches Room columns Tall pillars Trim pieces for temple Boulders (Small, Medium, Large) Decorated coffins Ornate elevator platform Alter pieces to surround elevator Decorative statues Clay pots and vases Crystal torches for tombs Larger crystal torch piece for Death God on tomb level Collapsible rock floor pieces Collapsible temple floor piece Destroyed stairs Roots Plants, vines and other vegetation