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Falling With Style Scrum 2

Zesty Bomb Productions

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Past

Changes made

  • Gameplay flow
  • Gameplay mechanics
  • General design decisions
    • Art style
    • Theme

  • Similar environments
    • Inefficient Level Creaton
    • Different levels were too similar to each other in looks and feel
  • No real hook/no room for growth, Lacking Uniqueness
    • Several hook shot games already exist
    • Nothing distinctly stuck out to players
  • Repetitive

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Present

  • Planning
    • Dynamic object setup
    • More dynamic interaction ideas
    • Interesting 3d level design
    • Removed Collectibles and Extraneous mechanics
    • Different worlds
  • Design & Technical Planning
    • Traps Trigger hazards and objects
    • Environments have 2-4 traps/objects before relic
    • 3 relics
    • Level layout

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General Art And Level Design Decisions

    • Gameplay Flow Changes (slow|fast)
    • Players begin the level by traversing the environment at their own speed (Discovering dormant Traps and Alternate Paths)
      • The ‘Puzzle and Adventure’ Phase

    • Once the relic piece is found, the traps are activated, the alarm is set and the player is forced to frantically run back the way they came or through a new path not previously accessible
      • The ‘Escape/Dash’ Phase

    • Each level yields a relic piece, Each world contains a set of relic pieces.
    • Each relic Changes grapple hook behavior when equipped. It is up to the player to decide which relic they will use prior to entering the level.

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Modular Building System

  • Grids
    • Create a grid to scale different game objects (modular pieces).
  • Planning
    • Leave the specialized pieces aside, focusing on the areas where players will spend the majority of the time.
    • Decide the key modular components are needed and plan out the general use of those pieces.
  • Start with the Basics
    • Create basic modular pieces which can be used on most of the area.
  • Custom Pieces
    • Create custom pieces to fill the special area where basic pieces do not fit.
  • Accessorize
    • Create accessory pieces to break up the appearance of tiling.

Reference: Click Me

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Level Blockouts

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Level Blockouts

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Level Blockouts

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Level BlockOuts

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Level/Relic Regions

Region Theme influence

-MExico/south America (Muerto Rico)

-Tether Relic

-Egypt (Searing Sands)

-Stretch Relic

-Himalayas/tibet (the Peak)

-Ghost Relic and the pick

-atlantis (sunken city)

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Muerto Rico

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Searing Sands

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The Peak

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Sunken City

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Simple Puzzles / Interaction concepts

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Simple Puzzles / Interaction concepts

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Simple Puzzles / Interaction concepts

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Traps n’ hazards

    • Traps and their applications
      • Darts
        • What it does?
          • Projectile flies through air when triggered
          • Insta kill/ small damage / or poisoned
        • Trigger
          • Pressure plates/ Tripwire
          • Constantly firing during escape
      • Spikes
        • What it does?
          • Kills you instantly upon collision
          • Spikes appear on trigger
        • Trigger
          • Always active
          • Pressure plate/ Levers
          • Light shaft

    • Traps and their applications
      • Falling environment
        • What it does?
          • The environment begins to collapse
        • Trigger
          • Pull on the wrong object
          • Trigger escape
          • Tripwire / Pressure plate

      • Big boulder
        • What it does?
          • Big boulder chases you
          • If you get smashed you get smashed
        • Trigger
          • Trigger escape
          • Pressure plate / Tripwire

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Traps n’ hazards

    • Obstacle:
      • Darkness (interiors) (egypt)
        • Affects vision of player
          • Use torch to light dark areas
          • Take leaps of faith in underlit areas
      • Wind (himalayas)
        • Affects effectiveness of swings
          • Use the wind to your advantage to make bigger swings
          • Wind can also slow you down

    • Interactable Objects: (Rocks/Boulders/ Small statues)
      • Use to solve puzzles
        • Teeter Totter needs weight on one side. Gives the player more height
        • Put an object on pressure plate.
        • Light puzzle
          • Use shiny objects to redirect light to solve puzzle
      • Use to cancel out other hazards
        • Use rock to break spikes
        • Block projectile shooters
        • Cover up pits
        • Destroy projectile shooters
        • Destroy pieces of environment to open up pathways

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Traps n’ hazards Concept

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Dynamic Objects list

HAzard Objects

Stalactites

Pendulum

See-Saw

Boulders

Doors/Trap Doors

Dynamic Bridge (Wood Plank)

Spiky cylinder�Spikes�Deathball�Hidden spikes�Gas/Fire/Mist�Lava�Quicksand�Stalactites

Dart Shooter

Pressure Plate/lever/tripwire

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Relic logic

    • Relics are broken and scattered about.
      • Each level contains a single piece
      • Each region has the pieces for a single relic
  • Relic #1 abilities
    • Tether Rope
  • Relic #2 abilities
    • Elastic Rope
  • Relic #3 abilities
    • Ghost rope

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Programming

  • Testing different rope implementations
    • Springiness that allows flinging
    • Tethers that work with collision
    • Rope that ignores collision, already in
  • Implemented Alarm Flag in Game Manager, to be used later with “Action Phase”
  • Arrow Launcher
    • Instantiates and launches projectile
  • Rising Lava script, want Lava that flows and isn’t static
  • Rising Lava Script
    • Want lava that flows, Not Static
  • Trap Trigger Controller
    • Trigger gameobject that references multiple traps to run their individual ‘has Been activated()’ methods
  • Trap Door
    • Rotates/Slides GameObject to reveal new area
    • Can Be Trap Trigger, or backtrack player

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Gantt Chart

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Future Plans

  • Plan out level design for each biome
  • More dynamic object interaction concepts
  • Implement different surface materials
  • Relic equip system
  • Start Grapple modifications
  • Start Modeling new environment pieces
  • Different Ropes(Relic abilities)
    • Standard
    • Tether
      • Enables a zip line
      • Can Stop dynamic objects
  • elastic/springy
    • For launching/flinging
  • Ghost
    • passes through objects

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Build

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