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SDE Taxonomies

Friday, December 02, 2005

Storyline and Final Level Outline

Here's the outline for the levels and story line. Feel free to modify and add and subtract to improve your level, but try to keep the basic mechanics similar so the game feels cohesive. The idea is to have it be maze-like, with small spaces that the player must move through either by jumping to the correct level or by splitting him/herself and the small selves fitting through spaces (to press buttons or get to next area etc. Be creative to use the splitting mechanic.) Enemies and such in each level are just listed as suggestions or inspiration.

Each level should have approximately:
- 3-4 active enemies (who move and/or attack player)
- 2-3 passive enemies (who are stationary but harmful if touched)
- 2-3 neutral enemy barriers (which function as barriers like the rest of the level geometry, but are different elements for variety)
- a "helpful" element, tie the story into the helpful element on why player is given help in the level (ex: mermaid shell stations for air in underwater level 2)

Level 1: Ruins
Description: Sidescroller, player is moving toward the right of the screen. Ruins are falling apart or water is rushing behind the player, and player must quickly navigate the level.
Active enemies: Minotaur, centaur, chimera, vines
Passive enemies: thorns, poisoned plants
Barriers: broken columns, fallen stones, collapsed ruins, fallen trees, tree roots

At the end of the ruins, player is trapped and jumps down a well into next level. Mermaids help with air stations.

Level 2: Submerged Ruins
Description: Vertical scroller, player is moving from top of screen to bottom of screen underwater, through submerged ruins.
Active enemies: pirhanas, squid, jelly fish
Passive enemies: stinging anenomes, sharp coral, poisonous plants
Barriers: broken columns, fallen stones, school of fish, whale

At the end of the underwater ruins, player reaches an air pocket, and moves into underwater ruins to right of screen. Gets a boat for help.

Level 3: Caverns
Description: Sidescrolling caves with player moving from left to right. The bottom of the caverns is flooded and a boat/driftwood/etc is floating along the bottom of the screen. This pushed the level along, as the player must keep up with it, but the rocks and such prevent the player from just surfing along on the boat. Player mush jump up and through maze like rocks and make it back to the boat to continue on. If player falls behind, the flooding or Cerberus catches up to the screen and injures the player.
Active enemies: Cerberus, tentacles coming from water, snakes
Passive enemies: poisonous frogs, sharp rocks, whirlpools
Barriers: rocks, ruins

At the end of the caverns, the water breaks through to the surface and is a flowing river.

Level 4: River
Description: Vertical scroller, where player is moving from bottom of screen to top. Screen is a flowing river and player must stay on the boat or on debris in the water. Debris is two types: stationary and movable. Player can dislodge movable debris and "solve" puzzles to clear a path for boat to continue down river.
Active enemies: Vines, pirhanas
Passive enemies: Lilly pads (that submerge if player stands too long)
Barriers: logs, leaf piles, debris

At the end of the river is a waterfall. Player is given a glider to fly off of the waterfall cliff.

Level 5: Gilder
Description: Glider is floating through the level, clouds for the maze obstruct the layer from simply riding the glider along. Could gradually can disappear to force the player to keep up with the glider.
Active enemies: vultures, two-headed dragon, harpies
Passive enemies: sun (melting the glider wings if too close or too long), disappearing clouds
Barriers: light or dark cloud areas, open space (player falls to death)

Player reaches Mount Olympus with glider at the end of the level.