dinsdag 27 oktober 2015

Tomb Raider - The secret lost levels

Download our Maya file, our Unity build and our Unity project RIGHT HERE!
(Please look at the Unity build to see the legenda and freely control the camera to inspect the entire level. To control the camera, move around using the arrow keys and use the mouse to switch the camera's focus)

Practicumpartner: Bram Jonkers

For our last assignment, we had to pair up and 'design' a new level for the famous video game franchise Tomb Raider. Of course it had to make use of the mechanics used in these games (such as jumping, climbing and being able to push way too heavy objects around) and using these principles to solve environmental puzzles (with the off action sequence mixed in).

We thought up several smaller problems, but instead of building several smaller, seperate levels, we decided to implement all problems in one big level.





Some screenshots of our level mockup


Our main problem introduced during the well... introduction, is the only exit to the room you just entered slamming shut behind you. The main thing to search is therefore a way to open this exit again.
Some of our smaller problems are:
  • Moving around objects to block the "view" of certain other objects hanging from the wall ("statues")
  • Taking cover behind objects while strategically moving them around the room, until you can leave the object on a switch
  • Running for the exit while most of the room crumbles around you (the floor is fading behind you, actual time pressure)

- Gameplay Narrative -
The Rounded squares are the entry and exit points, the circles are game events and cutscenes, the squares are player actions and the square arrow is a description/commentary container (not actually part of the flow chart itself).


- Flow Model -

- Human Survival Instincts -

woensdag 14 oktober 2015

Stanley Parable - visual cues for guiding the player


Danceparty! :D


I think it might be that way


EIGHT


I'm not entirely convinced that this is a good idea...


Can I jump down to the compliments room? No?


Gee I really do wonder which way I should go next


This one becomes even more difficult after you remember that the door just slammed shut behind you


But what if I didn't want to pick up that cup?


I like their art

maandag 5 oktober 2015

Gameplay Narrative Flowchart

For this exercise, I have decided to use the game Ace Attorney, my example game for a Linear flow model.
The level I'll be using is Turnabout Sisters, Day 1.

Flow Models - Examples

  • ‘Linear’ flow model
    Ace Attorney
    Apologies for the commentary, but this is by far the best clip I could find to illustrate this point

  • ‘Bottleneck’ flow model
    Pokémon Alpha Sapphire

  • ‘Branch’ flow model
    No One has to Die

  • ‘Open’ flow model
    Minecraft

  • ‘Hubs & Spokes’ flow model
    Legend of Zelda - Skyward Sword

  • ‘Dynamic’ flow model
    Pokémon Mystery Dungeon - Explorers of Sky

  • ‘Hybrid’ of 'Open' and 'Hubs & Spokes'
    Legend of Zelda - Link between Worlds