Tuesday, 11 March 2014

Game Level blueprint & Mechanics


Following from my last post of an original concept for a video game I've now moved onto the design of the level for the game underneath I've added a rough sketch and a completed blueprint for my level with objectives also with a start and end point to the level.  


 Draft of Game level blueprint
 Game level blueprint version 2



With the level being planned out I would then create gameplay mechanics for the level that would correspond to objectives in the level. The first mechanic that I would create would play into the stealth gameplay in that you can use a burning arrow to ignite a pool of lighter oil that the Guard of the city are stockpiling causing a distraction so you can slip by a guarded entrance. Another important mechanic would be the player being able to steal from enemies this plays into have to steal items of importance from keys to unlock certain doors to other items that you need to complete levels. My final mechanic would be the player capable of picking locks to safes, crates and other objects that houses items of interest and gold to buy upgrades.    

3. Come up with  level objectives that correspond to your gameplay mechanics. How will you identify these objectives in your level blueprint?
Now that I have both my Level blueprint and mechanics for the level I need objectives that correspond to the mechanics as mentioned before. Objective 1 is to sneak by a passing guard patrol.  Objective 2 Steal key from guard for gate. Objective 3 listen in on guards talking about 'The Barons' plans. Objective 4 sneak pass a large group of guards. Objective 5 sneak your way pass guard barracks.

Update: I have changed my Objective for my Game level so I could get it finished on time you can find the original objectives in my Original objective for game level post if you want to look at how I original envisioned my level.


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