Chemical Stained Scrapyard
Free-for-all win by kills game mode with lots of environmental
hazards.
Jarod Reizian Frank
Level Board Roughs
References
Destructible
in this environment would be indicated by it being rusted and scrape, while
non-destructible would be the more ornate, deconstruction equipment.
Possibly
have clusters of scrap be held above the arena in a magnet and dropped at
random places..?
- How will your level change over time to create
interest as the BATTLE progresses?
- Moving
treadmills will change directions at set intervals.
- Giant
Crushers will smash areas that are not moving.
- Have the center area raise up after a certain number of kills,
revealing a bunch of HP and weapon pickups. (Then dropping after a
while, dropping players into the fire) This should be a high risk, high
reward area,
- Research Theme
- What is your visual style going to be?
- Scrapyard,
lots of rusted metal, toxified oranges, browns, and possibly yellows.
(Chemical stains on the metal) Inspiration is a slightly rusted variant
of the droid factory
- Decide on your location, time
of day, terrain, color scheme for your level.
- Location:
Scrapyard
- TOD:
Midday
- Terrain:
Metal scraps against solid deconstruction equipment.
- Color scheme: Rusted Oranges against the refined steely blues of the deconstruction equipment. I was also thinking rivers of chemicals could act as the “out of bounds” of this map, and just have dangerous areas in general marked by yellows.
- What is the visual trademark of your level? How will
the players remember your map?
- It’ll
look like garbage. A joke, but I feel the chemical stained
deconstruction equipment and piles of rusted scrap will be memorable.
(plus all the movement that is going on from the treadmills to the
crushing equipment and etc) I want the players to constantly feel in
danger from the map as well as they enemy players, multitasking all the
time.
- Gather
inspirational imagery that
helps define all this (keep these in the course share under your folder,
but don't put all of these on your blog, maybe just one or two).
- It's
going to be a win by kills
- USP (Unique Selling Point)TM
- The level changing shape over time.
- Moving treadmills, crushing equipment, and the
center of the stage raising up to bait players to snag pickups, while
also serving as a hazard to those too greedy. Destructible piles of
scrap would be on the treadmills, (constantly brought in) and used as
temporary cover.
- V/O: How can we incorporate some V/O into your level
and or weapon
§
Grumpy Scrap Yard
Overseer yelling at the players to “get on outta here ‘fore I hurt ya!” Acting
as an announcer for player deaths, a warning for traps and obstacles, and
indicator when the map is changing in significant ways.
- Remember, this is a multiplayer game. How will the
shape of your arena affect player interactions?
- I
want the players to constantly be moving around, the shape of the map is
set up similar to a track, but with automated treadmills connecting the
separate islands making up the arena. I want players to constantly be
moving and chasing after pickups, that will be moving around the map on
the treadmills just as much as the players. The treadmills will also
serve as a way to mix up aiming in the game and push players into traps
if they are not careful, and the raising center platform will be a great
way to pick up much needed HP and extra ammo, but can drop at any
moment, instantly killing those who stay too long.
- Player Inner Monologue
- What is the verbal stream of
consciousness the audience is thinking or saying to themselves?
- Ok,
lots of moving stuff here. Aw man all the weapons are moving too! Gotta
get ammo fast before someone else does, if only it wasn’t moving so-
there we go! Now to-ah dang it! Got hit. I don’t see any HP..? Whatever
doesn’t matter. Just stay adjust my driving for the treadmills and- oh
cool the middle is now a-like a- a raised platform area! Gotta hurry to
the center and get some HP! Others are here now too; they saw it as
well. Too bad the HP is- what’s that siren for..? Why is-oh god its
falling its fall its- ah! Ok… well… that’s what the siren is for.
- What is the 7-sentence story of your level? Intro,
rising conflict, climax, denouement.
- Players
spawn, there are over saturated factory flood lights and machines
starting to whir to life. The overseer notices the players and yells at
them “to get on outta here,” as he activates the treadmills to dump
piles of scrap into chemicals. The players scamper around the junk and
onto the treadmills to acquire their weapons, and as they shoot at each
other they likely discover the scrap is destructible. Pretty soon the
center part rises, showing the only source of extra HP on the map, an
obvious and literal center of chaos. Players would be wise to gather HP
while its available, and those too slow or too greedy will note the
center falling back down into the chemical lake below it; returning up
at set intervals. But this isn’t all, on top of everything, literally,
are giant crushing machines that smash down on areas not in constant
movement, forcing players to constantly be moving around the map and
never sit in one location for very long. And thus, the cycle of the overseer
threatening the players and their own sadistic game to murder one
another continues, as the environment proves to be a constant source of
danger for those not paying attention.
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