I will be making 2 levels.
1 - Tutorial
2 - Level 1
The tutorial:
This will essentially tutor the player in the gameplay. It will allow time for the key aspects of the game to be performed. Example: the player gets to the riding dino; the "screen" will be semi locked on this area until the player accomplishes the specific task at hand. I'm thinking 3 areas, the player start, the riding land dino, and the riding flying dino. The flying dino will be the end of the tutorial, letting the player exit via pterodactyl. These will be comfort zones, hopefully developing the players core skills to promote better (future) gameplay.
Level 1
A jungle feel. Lava and/or tar pits. Attacking vines. Poison plants. Other dino's. Obviously theses are all things that could possibly be in the level, feedback would be excellent. Or maybe a desert? I don't know...the art department might enjoy drawing cactus and tumble weeds over ferns and angiosperms?! Either way, this is completely flexible. The art overlay itself, on the level, will be the ultimate deciding factor. No more rambling. Thank you.
I will post sketches today.
Sunday, May 24, 2009
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I personally like the idea of the jungle more, sounds like a place where more interesting traps could be made.
ReplyDeleteSweeeeet! I've been fighting with my scanner, (it's oldBomb) I just took pics of my pics and will posting them shortly. You in the jungle baby! You gonna die!
ReplyDeleteSpeaking of vines and such. Should the player be able to climb them?
ReplyDeleteBeing able to climb vines would be sweet! I think that would really add some edge to the game, especially if we use the grabber vines. It would keep you on you toes while playin' in the tree's. We could also expand the level dramatically. Climb up into the tree tops and have a whole new area of undeveloped real estate! Awesome!
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