This week was made up of a multitude of planning. We finalised our in-game mechanics aswell as a notation system for level design to help make it quick and efficient. The item-based mechanics that we finalised on where:
- Freeze, which pauses all movements from anyone except the user for a turn or two (still deciding)
- Time rewind, which rewinds all actions except the users two turns back
- Duplicate, this consists of two different items, one to start the duplication and one to end it. when the duplication begins an extra person will be spawned at the spawn point. when one of the characters land on the end duplication item, the other duplicate will disappear.
We have settled on a single guard type who can see you from down the line and will move towards your direction in order to attempt to catch you, if he lands on your square you will fail the level.
another concept we added is blocked paths which can be triggered by landing on the corresponding button/lever (guards can also trigger them).
As for level design, we have design our first few levels, introducing each concept in a new level, which we will spread out through the multitude of levels. We have designed a notation system to quickly design levels, this includes symbols for each item, guard, path type, gate, spawn point, obstacle and lever/button. This coming week we aim to work on the pygame tutorials aswell as record any level ideas we have so that we can start programming. We will also be working on our proposal.
- Freeze, which pauses all movements from anyone except the user for a turn or two (still deciding)
- Time rewind, which rewinds all actions except the users two turns back
- Duplicate, this consists of two different items, one to start the duplication and one to end it. when the duplication begins an extra person will be spawned at the spawn point. when one of the characters land on the end duplication item, the other duplicate will disappear.
We have settled on a single guard type who can see you from down the line and will move towards your direction in order to attempt to catch you, if he lands on your square you will fail the level.
another concept we added is blocked paths which can be triggered by landing on the corresponding button/lever (guards can also trigger them).
As for level design, we have design our first few levels, introducing each concept in a new level, which we will spread out through the multitude of levels. We have designed a notation system to quickly design levels, this includes symbols for each item, guard, path type, gate, spawn point, obstacle and lever/button. This coming week we aim to work on the pygame tutorials aswell as record any level ideas we have so that we can start programming. We will also be working on our proposal.
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