Sunday, January 26, 2014

Beat Sheet

We had to do a beat sheet for a specific section of our level.  I picked around the big tree area, since I figured it would be the prettiest area.  The quotations are things I would hope the player would be thinking but I don't actually know so please bear with me.




Thursday, January 23, 2014

Racing Level Research

First semester has come and gone, and now it's time for the spring semester and the racing level!

To start, here are some real cool real life stunts that crazy people pulled off, just to get in the mood for some flips and tricks:









I also found some pretty neat obstacle and track-changing mechanics in video games.  One game, Grid 2, has an algorithm that changes the track in real-time, as the player is driving.  The developer in this video explains it best:



For a good example of obstacles and traps (in a completely different type of racing game than the one above), refer to this video:





Our general theme for this level is "Fantasy Jungle."  I compiled some images that would help guide me in that direction, and here are a few of them.

My concept statement for this would be "Discovery leads to wonder."




Now we're really getting into the details of my level itself.  Below is my rough layout for how I want it to go.  The blue track is what the player can access on the first lap.  Ideally, the green and red areas are shortcuts that open up in the second and third laps.  General landmarks are indicated, but the entire level will be set dressed with plants and other ruins.  In the future I may add one or two more to narrow down the "story" of the level, but right now I wanted to focus on the track shape.  

This area has been abandoned for centuries, and the player has just stumbled across it for the first time.  Starting in a more civilized area, the player moves out into the wilds beyond the jungle, culminating by winding around a bioluminescent tree.



More specifics for this level: I'm going for a golden hour/late afternoon feel for the lighting and atmosphere, with some places dark enough that the bioluminescence shows. Terrain is jungle and dirt.  Here is my general colour scheme:


Green will probably be the dominant colour, with the red, orange, and purples embedded in the architecture and foliage.

The player will be directed around with wooden signposts, both posted in the ground and hanging from trees.

Inside the temple structure is where I plan to make my biggest trap.  When the player activates the trigger, they are launched to the other side of a pit that forms from the ground collapsing, with boulders falling on top of the rubble.  The idea is to make the path unaccessible.



Another shortcut idea: