-
Notifications
You must be signed in to change notification settings - Fork 3
Map Design
GreyAtlantean edited this page Aug 12, 2021
·
24 revisions
Each area consists of two main components:
- Basic Dungeon Layout - obstacles/cover, enemies, doors (only open after all enemies are dead), [traps?] [top down 2D dungeon crawler?]
- Boss arena
Dungeon Theme:
- Village themed grass area. Trees as obstacles.
- Area can also have water on the sides, which can server as the map limit.
- Boss arena: A boss guards the entrance to the rainbow bridge, which leads directly to the city of Asgard.
Boss candidates:
- The Great Serpent: Rests in the river underneath the rainbow bridge.
- Heimdall: Guards the rainbow bridge with his sword.
Dungeon Theme:
- Dark and gritty
- Lit by torchlight (maybe flickering?)
- Rough stone paths with some possible water/liquids flowing underfoot.
- Tunnel edges can be edge of room
Dungeon Theme:
- Cobblestone floor and walls
- Sun shining or could be overcast
- Barrels/crates/pillars as obstacles.
- Houses can serve as the edges of the rooms
Dungeon Theme:
- As if you're ontop of the walls that would surround castles, just bigger.
- The crenellations can serve as the map boundarys and will also therefore give a map that has a smaller width than the other maps would have, allowing some more distinction between areas.
Boss Area:
- A boss guards the entrance to the palace walls.
- In front of a gatehouse with access to the walls
Dungeon Theme:
- Dark, lit by torches
- Stone floors and walls which serve as the room boundary
- Furs and other such trophys can hang on the walls for atmosphere
Boss Area:
Dungeon Theme: Similar to above, just better lit with a bit more opulence.
Boss candidates:
- Loki and then Thor as the final two bosses
Boss is Odin, the final boss of the game. Who is also optional to beat.
Map design is subject to changes depending on speed/quality of development.
- New possible intermediary levels: Asgard sewer, along rainbow bridge, etc
Design Document
- Story
- Music
-
Characters
- Main Character
- Bosses
-
Enemies
- Sprint 1: Final Design
-
Sprint 2: Elvish Boss
- Decision to make our boss a mage
- Design Inspiration: Staff Weapon
- Design decisions for boss
- Archery attack animation for minions
- Different types of minion elves and designs
- Melee attack animation
- Boss attack animation using sceptre
- Design Inspiration: Shooting fireballs
- Mage Boss attack method: fireball
- Sprint 3: Walk Animations and Design Amendments
- Sprint 4: Refining animations
- Map Design
- User + Play Testing
- Gameplay
- Art Style Design Guidelines
- Emotional Goals