Monday, September 23, 2013

Game Concept

             


My City

I-II
You suddenly wake up from a sleep capsule. You are all alone in a giant futuristic metropolis devoid of human life.  You do not remember who you are or where you came from. Strangely the capsules placement does not make much sense as it is situated high up in a public city square. You seek to uncover the mysteries of the city as well as your own past. 
III
Along the way you will encounter many strange animals and robots that will indirectly aid you in your journey. You will find gadgets and gizmos that you will utilize to achieve new areas and and gain new skills. 
IV
There are many dangers in this new world, weather they be the crumbling remnants of the old city or dangerous predators that have ascended to the top of the food chain.  
V
You will need to think fast and act quicker in this world. Sprinting, sliding, jumping, climbing and even gliding to escape dangerous situations. Many puzzles await as you will need to reactivate old technology and gain access to new areas through ingenuity and planning.
VI 
You must slowly take control of the city by exploring and driving out the threats of the new world. Once you are free from danger you are able to search for clues and solve mysteries. When the time comes you will plan your next move throughout the city.
I have a very basic lay out on paper as well as a semi conceptual hub world I made in photoshop, showing off some of the different locations

Tuesday, September 17, 2013





REFERENCE IMAGES

For my level I plan on creating a futuristic floating asian inspired city. connected by several suspended bridges. like a giant spider web covering the sky




I plan to have the level take place high up in the city. with many overlooking skyscrapers


I would like to use a bright colorful palette 



I would like several interiors have glass ceilings 



I would like to invoke a sense of claustrophobia by including many cramped clustered areas. The city needs to be dominating the landscape
I would like some industrial elements 

ART270 ASSIGNMENT 02 BSP LEVEL BLOCKOUT





ART270 ASSIGNMENT 02 BSP LEVEL BLOCKOUT




Art provided












                                                 

Thursday, September 5, 2013

ART270 ASSIGNMENT 01 GAME LEVEL CRITIQUE

                                                                               


                                                          THE GREAT DEKU TREE

       For this assignment I was asked to critique a level from one of my favorite games by describing in detail why I believe the level works in terms of good game design. For this I chose the first dungeon in the Legend of Zelda: Ocarina of Time. This is not my favorite game or level but I believe it is appropriate for this assignment.

  The Setting....  

                                                                 
       You take on the role of Link, a young boy who is summoned by a fairy to meet with The Great Deku Tree.  The Great Deku Tree is a wise earth spirit who serves as a guardian of the kakari forest and its inhabitants. Upon meeting the Great Deku Tree he warns Link of impending evil conspiring to send the realm of Hyrule into an age of darkness. He tells Link that he has been cursed and asks Link to test his wisdom and courage by venturing into his body to break the curse. Upon agreeing to the task, the Great Deku Tree opens his mouth and Link ventures into his depths.

                                                                  The Level Begins....
 

      Upon entering the level you are greeted with a brief cut scene that pans around the main room. A vast hollowed out vertical tower filled with spider webs. Just a few steps in and you are already assaulted by vicious man eating plants.You might notice that the game play, visuals and audio are a stark contrast to everything you experienced thus far.You have stepped out of the lush vibrant world accompanied by whimsical, light hearted music and into a brooding atmosphere. These first cues help set the mood for the player to let them know that this is time to get serious. 





One of the first focal points in the level is a webbed flooring. You can peer down into the web viewing an area that is so far unreachable. As you make your way up the level you come upon a room that locks itself with iron bars. Here you face an enemy that spits seeds at you that retreats under ground when approached. The only way to advance is to defeat the enemy by raising your shield to deflect the seeds back at the attacker. This shows the player how to use the shield effectively. The next room contains one of the first "power ups" the Slingshot. This tool will prove to be essential by allowing the player to hit targets that would normally be out of reach. The same room is set up with a puzzle that teaches the player the purpose and mechanics of the item by preventing further advancement until a ladder is shot down from the ceiling. You are now back in the main room and come upon a vined wall which can be climbed but contains enemy spiders. You can now shoot the spiders down with your new tool demonstrating different situations in which to use it. You come to the top of the level but find no area to advance further. There is however a ledge with an out of reach restorative heart. This small incentive provides a hint to the player to jump from the top of the ledge. Upon doing so you will have enough momentum to tear through the webbed flooring you previously noticed at the level's entrance, gaining further advancement through the dungeon. More rooms and puzzles lay ahead all of which are variants of earlier completed puzzles but with increased complexity. I believe these familiar puzzles insure that the player does not become frustrated or bored because the objective is clear but requires more skill to bypass.  


At end of the level there is a large dark chamber containing the first boss, giant arachnid creature named Gohma. This is the most challenging point in the game thus far but the level the player progressed through was in part preparation for this battle. The player must utilize the slingshot to open up the bosses weak point for further attack. By now the player should already know basic combat techniques and should have some prowess with the slingshot as it was used throughout the level. After defeating the boss a health upgrade is rewarded as well as a teleporter for easy access out of the level. After exiting, important knowledge and a key itme is passed to the player by the Deku Tree further directing the player toward the main goal of the game.

Conclusion....
The deku tree level accomplishes many goals an entry level should provide. It provides an engaging atmosphere that teaches players the basic fundamentals of the game, as well as setting the stage for things to come.