Monday, 14 October 2013

New direction

After meeting up with my group again we decided with  new direction for the game, The idea of choosing a mask to alter gameplay still stands but it will be less of a roguelike and more like an adventure game.



After much discussion and disagreement, I came up with the idea of using sort of a 'Megaman' format to the levels, where the player can actually choose the order in which they play the levels, but a certain order would make it easier, for example if someone attempts the 'fire level' for example first they may have a very hard time completing that level (though it would be possible) however if they go back and beat the 'water' level first they will receive the water mask which will give the player power/s that will make the fire level easier. The masks may also be necessary to unlock secret areas in certain levels, for example the fire mask may not be ideal to use in the water level, but may unlock a part of the level previously unreachable at the cost of the level being harder to beat.

Rather than having an old school character selection screen I suggested using a hub world with a centre area with the other areas accessible by running, like one large open map, from the hub level you should be able to see the other levels in the distance.

In order to add more challenge it was proposed that we have 'tiers' of levels, so rather than having every single level available from the start, some levels are hidden behind the previous levels, so you must first pass that level before reaching the next tier.


Also a potential design for a tribesman.


The idea would be that the mask and designs would be interchangeable depending on the selected mask although we haven't decided on an artstyle or target audience yet.

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