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groep 1: Startefact
Silver Huber (GDD)
Tim Heessels (GDD)
Leonard Eilander (GDD)
Purna Bishas (GDD)
Edo van Klaveren (UU)
Inhoudsopgave:
Inleiding
Leve design framework
Art style
PMI
Inleiding
In het kader van het project Design for space hebben wij, Startefact de kans gekregen om een spel
te ontwerpen binnen de HKU. Het spel is genspireerd op het gebruik maken van drie dimensionale
puzzels. Wij hebben gekozen om als uitgangspunt perspectief als thema te nemen. Gedurende 12
weken hebben wij gewerkt aan de ontwikkeling van een prototype naar een eind product.
Dit document zal een impressive geven van hoe wij als team dit ontwikkelproces hebben doorlopen.
Zo zal onder andere dieper in worden gegaan op het concept van de ervaring en hoe deze is
uitgewerkt tot zijn uiteindelijke staat zoals deze op het postmortem te zien is.
Introduction
For the level design classes we had to make a level design document with a 3D-Blockout. Because
we were quite far in our design process, we chose to make this document together. We made our
design choices as a group and we all stand behind our current design.
If someone had a personal view on a matter in this document, he/she could write about it in cursive.
We hope this document will give a good insight in our design and level design process.
Player Info
Character name
Rursus
Characters size
1MX1MX1M (cube)
Walk speed
Meter /seconde
Player Info
Jump height
Does not jump
Silver: The version of Rursus that I wanted in a very early stage could climb and jump.
Control
Click-to-move
Tim: My idea was that the player could only click once and then had to wait for the cube to arive there before being able to move
again.
Leonard: If Rursus was based on a grid you could go in all directions, but only one step at the time. So youd have to wait for Rursus to
stand still until you could click again.
Purna: I think a grid where you could click anywhere on the terrain and the character would find his own way.
Level Abstract
Objective(s)
Get to the end of the level with of the least amount of clicks.
Silver: In the first design I had in mind, Rursus was trapped inside a temple. The goal was to find out why Rursus is trapped in this
temple.
Leonard: I thought the same as Silver. We formed the idea together.
Themes
Level Abstract
Environmental Info
A platform floating in the void. Everything is made up of cubes. The void is black and empty.
Silver: I would still use the void experience, but I wanted more of a landscape feel. The patterns would be replaced by more realistic
textures and obstacles would be natural phenomena, like mountains and trees.
Tim: The void is now black, but I would love to see some color in the background.
Leonard: I would keep the void feeling but use it in a more empty world style. You are alone in an environment that is based on
something in real life. Just a landscape that was sucked into the void. With more realistic textures and obstacles that are objects by
itself but can also merge together.
Purna: We could have added some random blocks to confuse the player (blocks that are totally irrelevant), or add some black spaces
so that the player could fall when touching those.
Level Abstract
Game-play Elements
Level Abstract
Location
The void
Silver: I would still use the void experience. The platform would be more be like floating islands, each level
with a different theme. For example one level could have a snowy theme, the other a bounty beach theme,
and so on.
Tim: My thought of the location was that it only existed because the player saw it. Everything else didnt
exist.
Purna: The black background makes it feel very lonely. I think we should add something in the background
like floating blocks or patterns.
Level Constructs
Boundaries
The platforms form the boundaries of the level. When you fall off you will fall back at the start of the same
level.
Tim: At the beginning of the project, I thought the edge of a block would be a wall so the player couldn't fall
off the world.
Leonard: If the player's movement would indeed have been grid-based, the grid would have stopped at the
edges of the platform, preventing the player to fall off of it.
Begin & End
The game contains ten levels. Within those levels you start at a predefined position and have to get to the
finish.
Goals
The abstract goal is to finish level 10.
Level Constructs
Challenges
Changing the view to overcome obstacles by aligning certain bocks with each other.
Rewards
We have two game modes. One in which you explore the world and simply progress through the levels too see
the story unfold. In the other mode you can earn medals, based on how well you performed.
Failure Handling
When the player falls off a level, he will land at the starting position of the same level. We want to avoid
putting a negative emphasis on failure, and we do this by giving it a fun twist. With our current solution,
everyone who falls in the same level again.
Silver: The falling experience we have now is very strong. I would not have not been possible in the version that
I had in mind. I think the player could not fall off the floating islands. The borders of the islands would have
had an invisible barrier.
PurnaI think the player should be able to see how many times the player did die/fall of a level. Like losing a
particle after each fall.
Leonard: In early design ideas, the main character would talk to the player. My wow factor would be that the
player experiences that the character talks to the him/her.
Tim: I find the most fun example of foreshadowing to be seeing a block that seems next to you but
is actually far away due to optical illusions.
Purna: Maybe we should introduce the foreshadowing in a more obvious way. An overview of the
level and then zooming in on the goal.
Gameplay Narrative
Gameplay Narrative
Paradigm Shifts
There is no real paradigm shift in our game.
Gameplay Elements
The player controls the cube (Rursus) by clicking somewhere. Rursus will then move there. Also the camera, who alters the way you
can move through the levels.
Silver: The player, who is basically a guiding god and Rursus, who follows his god blindly.
Music, Sound
The music changes depending on the current camera angle. When you are in isometric view, you will hear the full spectrum. When in
top-view the lower tones will diminish. When you are in side-view the higher tones will dimish. When the player lands on the ground
a sound is player, also when he moves to another place.
Purna: Rursus would have a sound when talking, if the game was more narrative based.
Silver: More realistic, less abstract sounds. Also, Rursus would be able to talk.
Gameplay Narrative
Landmarks, Rewards, Orientation, Texts, etc.
Every level will be introduced with a line of text. This text will cryptically tell you something about the level.
You have three different views, each with their own experience and view. When playing the achievementbased game mode, you will be rewarded by efficiently switching the view
Silver: Things like treasures and other secrets would have been hidden in the levels, but we scrapped that
idea.
Human Survival Instincts
The platforms, are narrow spaces. But the levels as a whole, can feel like a prospect space.
3D Mock-Up
3D Mock-Up
3D Mock-Up
The hook of the level is the fact that you can see the goal from your starting point, which is supposed to give the player an 'eyes on the prize'
state of mind.
Art style
Art style
Art style
Art style
Art style
Art style
PMI
mooi eindproduct.
Wekelijkse feedback is fijn.
Eigen lokaaltje waar we konden werken.
Leuk om met UU studenten samen te werken.
succesvolle samenwerking met Runic Sounds, die ons perfect aanvoelden.
Min punten:
Soms teveel Designers die elk hun eigen zegje wilden doen
Sommige dingen werden laat gecommuniceerd (post-mortem locatie)
Soms het gevoel dat we niet efficint waren
Interresante punten:
Muntensysteem
Een opdracht zonder andere game disciplines
Min punten:
Soms lange dagen.
Ik heb niet gemoddeld (was niet nodig maar ik had het wel leuk gevonden)
Geen animaties kunnen toevoegen.
Interresante punten:
Simpele art gemaakt
Geleerd om te gaan met seamless textures/hoe ik ze moest maken
Amper met Unity gewerkt voor dit project