Tuesday, 13 December 2016

Level design Part 12 - Concord Labs Beat Chart

Now that I am onto level design it's time to do another Beat chart!

Level: 1-3

Name: Concord Labs

Story: Lily MacKenzie and crew have fought their way through Concord city and have found the entrance to Atlas base of operations in the desert. They destroy the door by ramming the tank into it, which also puts the tank out of commission for the rest of the level. Now that Lily is in the lab, her grandfather tasks her with looking for the customization module and to defeat a certain person.

Progression: 
  • Player taught basic movement and combat through the use of logic and previous experience with tank.
  • Player is introduced to a different style of enemy that will not just leave when it passes the camera.


Est.Play time: 6-10 mins runtime + 2-4 min boss battle (Depends on player skill)

Colour map: Silvers and blacks (Metals) Greens (General Atlus Trim colour) Reds (Highlighted Areas such as dangerous sections)

Enemies: 
  • Basic Soldiers (Pistol equipped) 
  • Basic Soldier 2 (Melee or grenades) 
  • Wall turrets (Either player tracking or static depending on situation) 
  • Destroyable Spawners 
  • Pathing robots (either walk towards player or walk back and forth etc)
  • Platform based boss


Mechanics: 
  • Getting the player used to the differences in controlling lily compared to the tank.
  • Use of jumping to avoid obstacles
  • Use everything taught over the level in the bosses mechanics
  • Introduce a weapon drop (Submachine gun)
  • Possible escape section where the player races the clock to get out of the base before it explodes.


Hazards:
  • Avoidable lines of fire 
  • Avoid pits
  • Traps


Powerups:
  • Submachine gun
  • Hidden rocket launcher (reward for exploration or experimenting)


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

Bonus material: Concept Art unlocked?

This is an orthographic screenshot of the current level that I am going to use to plan the whole thing out. 


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