Level progression has been outlined to introduce gameplay concepts incrementally then increasing the difficulty of those concepts. The diagram above is an outline of level milestones that can be further expanded in between. You can see one of the basic modifiers of level progression, the number of cells. The number of cells that can be managed increases with every level. More on the level progression and difficulty modifiers.
Much of the start of the project was spent defining the rules and systems of the game. In the interest of keeping things simple, everything was conceived in threes. Three units, 3 resource types, 3 room types and 3 primary systems. How everything related to one another was next. This triumvirate is expressed in the Venn diagram above.
–Zombies kill survivors and destroy rooms along their path, but will not steal resources.
-Bandits steal resources [food or salvage] and kill survivors, but will not destroy rooms.
-Survivors gather resources and build rooms, but do not kill other survivors.
More: Update 1
This isnt so much an update as it is a retro-update of Outpost Mars. So today I’m picking up where I left off in Part 2 with some early greyboxing of the level. In the image above you can start to see the application of the molecular design theory to the layout. While it appears to be a literal interpretation of the molecule designs, the layout is later broken up in the development process within each room. The image clearly shows the 3 tiers of intensity, from the spawn rooms to the first contact rooms to the major arena in the center.
Below is the secondary world interpretation of the layout. I had a different idea at first of what would suit such a layout and that was a sci-fi ludus, or gladiator arena plus school and barracks. As the design process continued it evolved into a seedy space port, similar to Star Wars’ Mos Eisely. More on this here.
Fort Z [one of many working titles] is essentially a game that embodies an aspect of zombie fiction barely touched upon in gaming: the survivors’ makeshift homes and the struggles related to maintaining them in a hostile world.
Its been an interesting project and we are excited to get a prototype out by the end of this week. More here at the Fort Z Title Page.
CU3E [read CUBE] has started as an Intro to Programming assignment. Its my first exposure to coding so I didnt know what to expect at first. I can happily say that I’m beginning to get the hang of C# and I am really enjoying it. It was made clear to me how important a tool it is for game designers to know how to code at a basic level in the very least. It helps to put together basic prototypes and will of course allow you to communicate with programmers more efficiently.
This a prototype assignment and work in progress. I am rapidly enjoying this and have begun to see a secondary world develop [although its not required] as a stealth game parody of sorts with cube characters personified. Hence the title screen concept above.
More on CU3E later as most these updates will concern coding, but you can start with this expanded page here.
The Pearl was my sub mission to a competition in Abu Dhabi for a new mall at the Marina. Being set in this context, I was inspired by the traditional Emirati boat, the Dhow, or more specifically the shape of it’s ribs. The site was curved, shaped like a banana, which also served the design.
More images and information about this design here.
Back in Trimester 1, one of our two projects was a board game. It was a group effort and an exercise in game design metrics, testing, and balancing. You can read more about it here: Board Game.