Archives for: January 2009

Void Updates Part Five

I produced these boards to help explain the progression that is involved with the Anemone Sea space, they go over the important parts which make up the level. I felt it would make modelling the level easier for us in the production stage, as when seeing the layout sheet it looks quite daunting. And without explanation it won't make much sense to anyone who reads my blog.

 

Anemone Sea progression

 

Anemone Sea progression 

 

Anemone Sea progression

I really like the progression images I drew for the Anemone Sea, I think they're much better than my ones for The Reef.

Void Updates Part Four

Along with some help from Rob I managed to produce a layout of how the Anemone Sea will take place.

 

Anemone Sea Layout

 

I'll just give a brief overview of the path that the character can go along, I won't go into depth on the spectacles that the player gets to witness. As you can see that when you play the game and it will be more exciting.

  • The player starts off in the top left-hand corner of the screen they then traverse along the edge to where there is the whitish square which is a ledge.
  • They will then go down onto the cluster of pads, following the curve round, then following it curve again.
  • Then leading down into the waterfall and then into the whirlpool. You then continue right, passing the starfish on the ledge then following the curve of all the pads until you get to the black shore line.
  • If they then carry on they will make their way to the next area to explore through.

 

I realise it's quite a large level, but it's the first thing the player is going to witness and I wanted it to be impressive.

Void Updates Part Three

I have spent a lot of my time trying to design the layout of The Reef (which is the final combined space), although I didn't make one to the best of my ability in the end, even after numerous designs. One thing I did do, as well as trying to create a mood board for The Reef, was ideas of progression within the space. So an overview explaining how objects in the space can interact with each other to create different ways to move throughout the level.

 

I will still attempt to design a a final version of The Reef, which sadly will be done during the production stage.

 

In the mean time here are my ideas of progression.

 

 

The Reef progression

 

The Reef progression

 

The Reef progression

 

The Reef progression

Void Updates Part Two

My next submission for our work was the dress assets I produced, that would populate the spaces. We won't be putting too many of them in the levels, but enough to make it look less empty.

 

Assets

 

Assets

 

Assets

Void Updates

In time for the mid time presentation I decided to get together a game play storyboard/map as a record for the order of all things. It follows the game from start to finish, I'll briefly go through the order of it all now.

 

Page 1

 

The game starts off in the beacon chamber, where the character is lead through a short introduction cut-scene, the player is then thrown into the game, by looking out onto the edge of a ledge.

 

Page 2

 

After this the player then progresses onto the first level which is called the Anemone Sea, which is made up of a sea of anemones along with orange pads that are floating on the surface of these anemones, making them sway in different manners. The player having to then jump from platform to platform to get to the end. (the pads in my storyboard are how they were in concept, they have since changed and can be seen in later work I have done)

 

Page 3

 

They then go through the Emerald Cavern where the players state changes to a heftier version which removes their ability to jump, making the ways to progress through the level different than previous. Having to push rocks and fall onto fat starfish which propel the character through the air.

 

Page 4

 

Page 5

 

The next area is Shimmering Towers where the player becomes a light puffy version of the character, which floats around in a pillar filled area, the character is controlled by the environment, this is done by air vents that have grown out of the pillars.

 

Page 6

 

The final area is a combination of the three called The Reef, where the player has to use all their abilities in one space to progress through the area. The choice of character state is controlled by a "state change fountain" and if the player walks through them they will morph into the other state.

 

It is a rough layout, but that's all storyboards are in the end, after having these images we were able to remember which order the game comes in.