Wednesday 8 February 2012

Obstacles, Objectives and other things.

The objectives and obstacles are the main chunk of what the player will interact with and what will push the player though the level. These will have to try and remain fun and don't appear repetitive. The obstacles the player might come into contact with could be a number of different objects and possibly NPC's. The objects could be interactive devices that might give information or rewards for gaining access to. Other obstacles could be locked gates of guarded buildings, these can be accessed by exploring the near by area and discovering hidden passage ways; however these can be attacked head on, this can be done but will provide the player with enemies to fight with minimal abilities to handle such situations. The player will be able to handle enemies on a small scale fight, but with only equipment that will only make enemies unconscious, this will make the player use tactical judgement when it comes to a fight. If the player does manage to take enemies out the bodies will have to be hidden, this is in case a passer by encounter the unconscious enemy, in certain districts NPC's will wake up the enemy. Other NPC's the player might come into contact with will discuss certain subjects that might reveal areas for the player to look into. 


The objectives of the player will be either given by NPC's or through the story motivated objectives, these will be the main chunk of what will drive the player to the different districts, but inside the districts the player will discover NPC's and new objectives that will help the player explore these small sections. These will reward the player will new items or information that will give more depth towards the story and how slavery and technology is having an impact on the split between the social classes. This will be the main theme for the level and for the overall concept that this level is being created for.


The story elements that this level will be focusing on will be only small fragments from the whole idea, these story elements will be in small 'doses' and these will push the player into the next section of the level. Within each section the player will have the opportunity to locate small secondary objectives these won't have to be completed and might involve locating items in later sections. For this level concept there will be minimal secondary objectives, to help the flow of the level. These might consist of breaking and entering into certain buildings or obtain certain objects that will either be guarded or taken from NPC's. The main objectives the player will be given will be to investigate a death, and this would take the full 'game' to play out, so this will be a small section. Within this section the player will need to question NPC's and then gain access to certain buildings to find more information. The player will not have on the end events of this level, but they will be able to play through each section freely, and upon completing a story objective, they will enter a new section with a few small objectives. 

The start of the level the player will be within Middle District and will then move into the Slums. The player won't have access to the Upper District yet. While in the Middle District the player will be talking to NPC's to discover new information about the death. While talking to NPC's the player will encounter some 
enemies and these will be able to be encountered by the player or can be avoided by looking through the environment for new path ways into the buildings. 


The section that brings the player into the Slums will be when the player has completed the main objectives for the first section. From this the player will enter a chase scene in which the player will have to follow a target for integration. The player will wont be able to seen while following the NPC, and will have to hide from guards and take the guards out to finally gain access to the NPC. After this set piece the player will then have some objectives within the section in the Slums. 


While in the Slums the player will have to gain access to certain information stored within one of the warehouses that will have the slaves working inside. While inside this factory the player will have full exploration of the warehouse and can help the salves if the player wishes to, this will be an optional secondary objective. The player might will come into contact with a wide range of different technology while in the factory - the majority of this is faulty due to poor production quality - the player will need to activate faulty machines to cause the systems to break, this will cause a distraction to the guards inside and give the player the opportunity to locate the information and obtain undetected. Upon completing this objective the player will be engaged 'cut scene' or some form of cut scene and this portion of the level will finish.


The next post will have a bit more 'beef' to it, and some scanned in images ;D

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