Week 4 –
Creating the level blueprint
Question
1: Building on the original concept developed in Chapter 2, create a blueprint
for your level. Make sure you begin with a series of rough sketches until your
blueprint begins to take shape.
Image 1: A rough map of the level with a few notes regarding its design.
Image 2: The level with more detail added to its design.
Image 3: The final level blueprint and with start position and notes included.
Question
2: Create at least three gameplay mechanics for your level. How do these
objectives relate to your original story idea?
There are
many different gameplay mechanics that are Included when making games. Some of
these include what style the game is, how the player interacts with the game
world, right up to how the characters move and interact in the world. As the
game is a RPG style, and the player assumes the role of a sergeant in an army,
he has the ability to aim, shoot, jump etc. He will also be able to interact
with other minor characters in the game world, like talking to AI characters
throughout the game, and interacting with objects around each level.
Objectives
throughout the game will have different ways of being completed. Some will include
killing a certain character/a number of characters, gathering intel, picking up
certain objects, triggering a set of events or cut-scene and checkpoint which
will load another set of objectives to complete the level. In this level that
has been conceptualized above, some gameplay mechanics that have been created
are gather/pickup
objectives for most of the objectives in the level, where the player
will have to gather information by going from house to house to interview people
and find out information. The player will also have to use Jump/climbing and crouching
movement mechanics to make it through the level as the end objectives
are isolated by an obstacle. The player will also view the game through a first-person
camera mechanic, as most shooter games are created in first person to
make the game feel much more realistic.
All these
game mechanics relate to the original story idea of a RPG shooter game as these
are all integral mechanics into making a game like this work. The jumping and
crouching mechanics in the game are necessary as the jumping is needed to
navigate through certain levels and over obstacles, while crouching and lying
prone are needed to hide in cover from enemies firing at the player and crawl
under certain obstacles. The gather/pickup objectives can be used for many
different instances throughout the game and not just the level, where the
character may need to retrieve a certain item/weapon, or gather a certain piece
of information. These are important as they give another way to complete
objectives, rather than just to kill someone/a certain amount of people. The first-person
camera is probably the ideal way to play a shooter game as it depicts the story
from the point of view of the character and player, and this makes the game
more relatable for humans to play.
Question
3: Come up with five level objectives that correspond to your gameplay
mechanics. How will you identify these objectives in your blueprint level?
Before the
level begins a cut-scene will show telling the player the main objectives of
the level, which would be a different character telling the main player to go
and gather information by interviewing the locals living in the houses in the
surrounding area. There will be four pieces of information to gather in this
fashion, and they should be collected in a linear fashion as the player follows
the ‘Z’ shape of the level. The final objective of the level is to take the information
back to head command, which means navigating back through the level and
returning to the starting point.
Image 4: The final level with objectives included in the design.
In the next lesson we will be given two keywords which will be the themes for two games we are to create.
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