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Monday, 10 February 2014

FMP: Basic Structure

I don't want the player to have to know the back story or lore of my project to enjoy the scene.  What I do want is an interesting and simple structure to the event.

Simplified structure

The player starts in an enclosed area - like a cave or ruined temple.
The path to go is pretty obvious and leads towards the outdoors.
When arriving at the outdoor area I still want an obvious goal, but also with exploration options.
An introduction cut scene introducing the colossus
Camera shots/animation to highlight the method of defeating the colossus
Victory/ destruction of colossus animation & end

The basic layout for my environment - I have stripped it right down
Beginning , middle, end.  The last two are triggers to destroy colossus, how exactly I haven't decided yet

Environment's history
I have decided to have an ancient temple feel.  I'm considering having the whole island be a ruined temple, with evidence of the structure fallen in on itself from previous colossus battles.  I am going to use alters as focal/plot progression points.  Having all the triggers unified within a setting will help guide the player and add character to the project.

Scale Issues

While I want a massive colossus I also want ways to combat it, and it seems the bigger it is the further away it has to be just to see all of it.  I don't have the technical know-how to have a colossus that I could climb on, which very disiarible for me.
Here is my block-out type thing - Getting scale and locations this week

I really should try for a third-person view, while this would make it much easier for the player to navigate (if I get the cameras right) This brings its own set of issues.  I'm already behind schedule from starting late so don't want to add too many hurdles to slow me more.

Ideal fight structure
The symbols on the map will correlate to tasks - maybe mirror the runes from the alters on the colossus' limbs - each of the two runes might disable or destroy an arm for example, leading to the final stage of the battle where the colossus uses their head.  This would pile up the drama and give the player a cool sense of scale.  This could be altered to the colossus falling down exposing the head for a final blow or something.
For the main/central trigger I was thinking of surprising the player with the path falling away as the colossus wakes early

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