cleaver fever design document

21
Cleaver Fever -Moose Forest Stage- Design Breakdown

Upload: tlovemark

Post on 08-Mar-2016

213 views

Category:

Documents


0 download

DESCRIPTION

A breakdown of the design process for the Forest level in Cleaver Fever at each stage of production.

TRANSCRIPT

Page 1: Cleaver Fever Design Document

Cleaver Fever-Moose Forest Stage-

Design Breakdown

Page 2: Cleaver Fever Design Document

Table of Contents

Objectives. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3

Background and assumptions . . . . . . . . . . . . . . . . . 3

Pre-production work . . . . . . . . . . . . . . . . . . . . . . . . . 4

Alpha build . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6

Beta build . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12

Final build . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18

Page 3: Cleaver Fever Design Document

Objectives:• 2Dsidescrollingmap• Incorporatemultiplecamerasystemswhileretain-ing2Dgameplay

• Useenvironmentalhazardstomodifypre-existingjumpmechanics

• Encourageexperimentingwiththemultipletypesofjumpsavailabletotheplayer

• Requirehigherjumpingtechniquefromplayertoproceedtofinalstage

Background and assumptions: TheMooseForeststageisthesecondleveloftheCleaverFevergameunderdevelopmentfortheschool’sproductionteam.Theplayerwillhavelearnedallthebasicjumpmechanicsbythispoint. Thelevelshouldtaketheaverageplayerabouttenminutestoplaythrough;theplayerwillbeprovidedacheckpointroughlyeveryminute.Inordertopreptheplayerforthelaststageofthegame,manymoreinsta-killhazardswillbeusedtowardsthelatterhalfofthestage.

Page 4: Cleaver Fever Design Document

Pre-production Eachlevelwasbrokendownbyitsleveldesignerearlyonsothatthegoalsandobjectivesofeachlevelcouldbeclearlylaidoutandcomparedagainstthelarg-erscopeoftheentiregame.

Moose Forest sections Theforestwasbrokendownintotwomainhalves:agroundsectionandacanopysection.Eachofthesesec-tionswasthenbrokenupintofivesmallerareaswhichwouldeachhaveauniquegameplayelementaswellasacheckpoint.

• Section 01 - Forest introduction -IntroduceSpidermoosecharacter. -EstablishthreatofWhompingWillowtree -Offerfirstalternateroutethroughmap• Section 02 - Bramble Bridge -IntroduceChunyuncharactersanddemonstrate howtoavoidthem -UseBlowingTreestoteachplayerhowtocope withwindmechanic,whichwillcomeupseveral timesthroughoutstage

Page 5: Cleaver Fever Design Document

• Section 03 - Underbrush -Spidermoosedestroysalternatepath -Encourageexplorationbyshowingalternateroutes prominently• Section 04 - Hedge Maze -Switchcameratotopdownviewtoofferoptimal viewinthemaze -PopulatemazewithChunyunsthatmustbe jumpedover• Section 05 - Hollow Tree -Providetransitionintocanopiesoftrees -Playerrideselevatoruptreeassawbladeschase afterthem• Section 06 - Moose Tree -Looppatharoundontoitselftoshowofftheartof thecanopyarea. -HaveplayerinteractwiththesleepingSpider mooseinordertoprogressforward• Section 07 - Loose branches -Branchesfallastheplayerstepsonthem,forcing themforwardquickly -Increasenumberofinsta-killhazards

Page 6: Cleaver Fever Design Document

• Section 08 - Windy bridge -Alternatingwinddirectionsincreaseplayer velocityingivendirections -Offerhealthpickupforplayerswhohavemastered thishazard• Section 09 - Moose walk -PlayerridesatoptheSpidermoose’santlersashe walksthroughforest -Playermustavoidbrancheswhichmaypushthem offtheantlers -Thislow-risksectionintendedasrewardforcom pletingdifficultwindybridge• Section 10 - Mushroom tree -Playerjumpsuptreeonshelfmushrooms -Halfwaythrough,playermustrunuptreeassaw bladeschasethemupwards -Atthetop,rewardplayerbyhavingthemrescuea lockedupfriendlyNPC

Page 7: Cleaver Fever Design Document

Alpha build Wemadeanalphabuildoftheroughlyhalfwaythroughproduction.Thiswasusedanevaluationforareaswhichneededtobealteredorcut.

TheBrambleBridgewasanearlyareaofconcern.Eventhoughthisareawasintendedtobethefirstdif-ficultareaofthemap,manyplayerswerespendingfartoomuchtimegettingpastitduetofrequentdeaths.Sawbladeswereremovedandinsta-killgapswerere-ducedinnumber.

Page 8: Cleaver Fever Design Document

TestingprovedtheHollowTreetobeabenchmarkmomentinthemap.Thiswasintended,asitmarkedtheendofthegroundsectioninthemap.However,thebladeswhichwouldharasstheplayerwereverydiffi-cultforplayerstoavoid.However,someplayerssoonbegantorealizethattheycouldsimplyspamthehighjumpandmissthebladesoneachcycle.Thiswaskeptinasmostplayersdidnotmakethisconnection,andprovedaniceunintentionalrewardforexperimentingwiththedifferentjumpmechanics

Page 9: Cleaver Fever Design Document

TheMoosetreesec-tionwasthefirsttobecut.Theintroduc-tionofapuzzlecon-fusedmanyplayersinalevelwithnootherpuzzles,andtheneces-saryassetswerebeingputonhold.

Thewindbridgesectionprovedtobetheareawiththemostfrequentnumberofdeaths.Manyofthesewerecausedearlyonduetothelackofpropercommunica-tiontotheplayeraboutthewindhazard.

Page 10: Cleaver Fever Design Document
Page 11: Cleaver Fever Design Document

Themoosesectionbeganmuchmorepopulatedwithhazardstoavoid.However,thesewerehardtoavoidwhenstackedsoclose,sotheywereeventuallyreducedinnumber. Theplatformsinthemushroomtreeoriginallymovedhorizontally.However,thiswaslaterremovedasitbroketheconsistencyoftherestoftheworldandalternativehazardswereused.Manytreebranchesinthemushroomtreewerealsoincreasedintheirdiametertomakethemeasiertolandonwhenjumpingatfastspeeds.

Page 12: Cleaver Fever Design Document

Beta build Thebetabuildwasputtogetherthree-fourthsofthewaythroughproduction.Unfortunately,manyas-setshadstillnotbeencompleted,buttheirplaceholdersprovedsufficientastheirgameplayhadbeenprettywelllockeddown.

Page 13: Cleaver Fever Design Document

Theoriginaldesignofthespidermoosehazardwasthemsimplysteppingonthepathatsetintervals.Itwaslaterchangedtohavethespidermoosewalkontothepathasthiswasmoredramaticandhelpedthespider-moosefeellikeanactualcharacterinsteadofsimplyahazardtobeavoided.

Page 14: Cleaver Fever Design Document

Extrabridgeswereaddedtothebramblebridgesec-tiontogivetheplayerachoiceoverwhichhazardstheywouldratherencounter.Thisalsoworkedwellforim-plementingsecretpathsinthisarea.

WaterwasremovedfromtheUnderbrushareawhenitbecameclearthattheChunyunswerehardtoseethroughit.

Page 15: Cleaver Fever Design Document

Teleporterswereaddedtothemazetokeeptheplayermovingforward.Thepathswerealsowidened,astheChu-nyunskeptgettingcaughtontheedgeswhentheyweretoonarrow.

Page 16: Cleaver Fever Design Document

Acollapsingbridgewasmovedinplaceofthemoosetree.Thissectionalsomadethecollapsingbranchesfeelredundant,sotheywereremovedaswell.

Page 17: Cleaver Fever Design Document

Bridgeswereaddedintothemoosewalksectiontohadsomeeyecandyupontheircollapse.Thesemomentswereusedasarewardforcompletingthewindbridge.

Theupperhalfofthemushroomtreewasmadeintoamoreintensemomentbyhavingthetreecollapsewhiletheplayerjumpedupthroughit.Thiswasaddedwhenanotherstudentsuggestedaddinganothertensionin-creasingelementattheendofthemap.

Page 18: Cleaver Fever Design Document

Final Build Thefinalbuildwasputtogetheraftertwentyweeksofwork.Muchofthelightingandparticleworkwasdoneintheweeksafterbeta.

Page 19: Cleaver Fever Design Document
Page 20: Cleaver Fever Design Document
Page 21: Cleaver Fever Design Document