Wednesday, 28 November 2012

Mini-Boss (Part 2.0) 






Mock-up showing route from previous level.

           

This level features the main boss from the end of the level, in this particular mock-up taken from my preliminary sketches,  there features a spikey metal ball which travels along runners, the ball may only from from areas where two lines of runners intersect (creating safe areas). The idea of this is that the ball will fall at random to make an extra layer of difficulty and get in the way of a player who isn't paying attention.

If the player begins the level, i have included a "secret red button" this button will make the ball fall from the next intersection it meets if the button is hit. The ball will damage both players and enemies so using the button can aid the player. This adds to the discussed method of killing each boss in the game within 10 - 15 seconds (To be decided). if the player comes out of the pipe and jumps over to the button asap and hits it the boss will be one-shot and the enemies spawned post-death          


Tuesday, 27 November 2012

Sewers Level Part 1 Storyboard

My original sketches were too cluttered and sketchy to be very useful. I've cleaned up those drawings by doing fully painted perspective drawings for each section (so far only Part 1.1 and Part 1.2). The reason for this is simply clarity on what will be happening stage-by-stage, presented in a clear and understandable manor. I think i've managed that here.


I want the beginning of the level to be very simple, not only aesthetically, but also in terms of gameplay. For that reason i've designed a very simple structure that i'm going to stick with for it instead of too much itteraton. The next stages in this level, however will contain a lot of itteration, not only for the main trunk of the level, but for any side-areas.

This first part is unlikely to change, but i may make some changes when it comes to final blockouts to see if it plays smoothly and if not then i'll either add more to it or take away where applicable.
For now i think this design works for what i wanted to achieve with the beginning.

Thursday, 22 November 2012

Spacial mock-up for visualisation of the level

THIS IS NOT REMOTELY A FINAL MODEL. IT'S INTENDED USE IS FOR CONCEPT AND UNDERSTANDING THE SPACE THERE IS TO WORK WITH.

This is a single screen in maya but this will be split into two screens for the side-scroller (see concept)
This is just part one of the level.

Tuesday, 20 November 2012

Part I


First part of the sewers level birds eye.
Enter

       Enemy attacks from the top of the tube the character walks through. Three enemies lay in waiting and attack when character gets within proximity. After a certain number of deaths ( one or two ) another enemy jumps down from the vent.
Three enemies attack from the tunnel with a blockage at the end ( the player can walk down just to peek round the corner, but not past the blockade - this gives the player the idea the area they're in is bigger than it really is)

Second screen

       Player gets half way, sees one enemy climbing down the ladder but to not give the player an advantage, two enemies attack from behind to allow the other enemy to get down the ladder.
If the player doesn't kill the behind two in time, another enemy will come down the ladder ( one enemy per 10 seconds still in combat )
Once all are dead the player can climb the ladder and progress onto the next part of the level.

Thursday, 15 November 2012

First Week - Concept for Street Fist II

SEWERS

                                                                               





Quick sketches for ideas of props that might be needed in accordance to the game's style / theme

Level concept: Sewers

This is an idea for the "cover photo" for the level - encapsulating the feel of the level, characters can be super-imposed over the top of this for a loading screen etc...

Level one - Top section on this picture is made up of two screens flowing into eachother - Start is through a large pipe. 3 enemies await, and one comes in from the top of the pipe on the left. Once the original three are dead more will jump from the top, then on to phase two with a ladder an enemy is climbing down, as a distraction enemies could come from behind. Enemies would keep coming until the player goes up the ladder. Once up the ladder its onto the mini boss (the main boss, just a weaker version / easier circumstances). A spiked ball on the ceiling can move and drop at random intervals while fighting the boss that jumps between platforms fighting. After reaching 50% of his life enemies spawn from the left and he jumps away to the right. Over the entire level there will be vents, and pipes with sewage spilling from them.                  

                           

Following the first boss' path continue to the right where there will be enemies waiting down a ladder, this could be a single large, harder enemy. Continuing to the right there are enemies consisting of one of the larger harder NPCs and a few smaller, 'easy' ones. Once these are dead, the player continues to the right onto the next part where the boss is consulting with two higher difficulty opponents, he notices 'you', the main character, and runs away, sending the two cronies after the player. They approach into the foreground, closing the doors when past them. After fighting these it's onto the final boss, he will be standing on a balcony in a circular arena, there's a valve beneath him and a pipe, as well as a bridge with stairs to the right and a few bits of clutter else where. During the first phase, guys from the right attack while the boss throws bombs from the balcony, once these are dead, he jumps down and can do an ability which will stun you long enough for him to turn on a water-pipe sending a high pressure jet of water cutting the room in half - the fight will continue but the water must be avoided as it can stun and injure making the fight much harder.



Wednesday, 14 November 2012

Reference

Preliminary research of the game type - various side scrollers including Streets of Rage and Street First for reference.

Reference:

WOUNDED DRAGON

http://cache.kotaku.com/assets/images/9/2009/11/wounded_dragon.jpg
ARM OF REVENGE

http://www.gamerfish.com/wp-content/uploads/2011/02/arm_of_revenge.gif
SHAUN OF THE DEAD
http://modernborefare.files.wordpress.com/2012/08/sotd.jpg
STREETS OF RAGE
http://gaming.thedigitalfix.com/protectedimage.php?image=LeighForgie/streets-of-rage-2-axel-wallpaper.jpg_02072012#
http://img.brothersoft.com/screenshots/softimage/s/street_of_rage_4-387697-1280298291.jpeg
http://cache.kotaku.com/assets/images/9/2011/04/-jwicgpnjlk.jpg
http://fc09.deviantart.net/fs43/f/2009/097/e/0/Streets_of_Rage___Surrounded_by_theland10.jpg
http://screenshots.en.sftcdn.net/en/scrn/58000/58378/streets-of-rage-remake-6.jpg