Thursday 6 October 2016

Level Design Part 1 - Prototype Beat Chart

I've looked into how to plan out an effective way to create a map of what needs to be accomplished in each level and work out the gameplay progression. I found something called a Beat Chart, these charts are planned out in a way that explains the entire goal of a level. I'm going to test this method for the 3 week prototype so I can get the baseline for the goals of the level. 

Scott rogers book 'Level up' has a nice example to show how to structure the Beat Chart, so i'm going to emulate this to a degree for this 1st level. Another more indepth chart is the one used on gamasutra's website, this one has a nice way of structuring a level that has several goals. The gamasutra one might be ideal later on but for now I only plan on having a single goal for the level.

Level: 1-1

Name: Concord City Outskirts

Story: Lily MacKenzie and crew (Main character placeholder name) arrive at the boarder of concord city. They need to get inside the city to obtain a piece prototype equipment (This enables player customisation later on). When they arrive they learn that the city is surrounded by a huge wall and then need to get closer to investigate the path inside. Atlas are on alert and send out forces to stop the player in their tracks. 

Progression: 
  • Player taught basic movement and combat through use of in-world UI
  • Player is introduced to the idea of scrap as currency (for use later on)


Est.Play time: 6 mins runtime + 2-4 min boss battle (Depends on player skill)

Colour map: Browns (Desert and rocks) Reds and washed out other colours (Billboards) Blue (Distant Objects)

Enemies: 
  • Basic Fighter 1 (3 Bombs in a series) 
  • Basic Fighter 2 (3 Bombs fired at players location (No Homing) 
  • Basic Bomber (2 series of 5 bombs in quick succession) 
  • Bunker turrets (Rapid fire and basic)
  • Wall Boss


Mechanics: 
  • Teaching that bombs can be shot down but red bullets cannot and must be avoided.
  • Use of jumping to avoid obstacles
  • Use everything taught over the level in the bosses mechanics
  • Introduce temporary power ups (Lasts a single level)


Hazards:
  • Avoidable lines of fire 


Powerups:
  • Increased fire speed
  • Increased shot amount
  • Special shot - Homing Rockets


Abilities: No abilities yet (will be unlocked with customisation)

Bonus material: Concept Art unlocked?

Music Track: Remain - Acoustic Unleashed

Alternate versions:
  • Night time (less visibility for players and player has vision cone of light) 



I've added the extra set at the bottom because I think having ways to change a level to change the difficulty is an easy way to increase the amount of content that player has to play with. I decided to leave out adding abilities at this stage because I don't want to overload the player with tonnes of buttons and mechanics this early on. Once the player has the ability to modify their starting equipment I will be adding abilities.

References

"Beat-Chart � Game Designer's Best Friend". Gamasutra.com. N.p., 2016. Web. 6 Oct. 2016.
"Beat-Chart – The Best Friend Of The Game Designer — IT Daily Blog, News, Magazine, Technologies". Developers-club.com. N.p., 2016. Web. 6 Oct. 2016.
Rogers, Scott. Level Up!. Hoboken: Wiley, 2014. Print.

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