Monday 21 May 2012

Room Seven, Level 3.

From playing this room out on paper, I feel that there is quite a large amount of empty space in the level that could be used to further push the players limits. This is because after this room the player will only have two more rooms to tackle, so this should provide a large challenge to the player, this might be the use of more bouncing materials for the player to navigate the room, and possible the use of the players abilities more.
Here is the original room.
Also this room needs to be 26 X 26 units.

Monday 14 May 2012

Paper Design: Level 3, Cross Section 6

The Cross Section for this part of the game is to include a puzzle, there isn't any reference as to which kind of puzzle will be featured in this section. For some reason I feel that a sliding puzzle would suit this perfectly, now we just need an image or some kind of numerical puzzle to places on this grids.

Okay, scrap that idea! Gina has just told me the puzzle, the players will have to reorganize the books to spell a certain work of be placed into a new order. This will reveal a new passage way.

Paper Design: Level 3, Room 6


From playing this level on paper, it feels that that room will provide some players with a challenge due to it being part of a small group of rooms that will follow a set theme. The theme for these rooms is clockwork machinery inside a Victorian room. This level has quite a 'tight' feel and an even flow to the movement, however I find that some of the level feels kind of clustered, I'm going to edit some parts of the level slightly and upload that soon. This level as it is needs to be exactly 30 units x 30 units.
Also this was done by Sam.