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Map Design
jac0be edited this page Aug 12, 2021
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Each area consists of two main components:
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Basic Dungeon Layout - objects, enemies, doors (only open after all enemies are dead), [traps?]
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Boss arena
- Dungeon layout: Village themed grass area. Trees as obstacles. Area is surrounded by water, which serve as the map limit. Very similar to game engine default.
- 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.
- Dunegon layout: Stone walls and floor, sun shining, barrels/crates/pillars as obstaces.
- Boss area: A boss guards the entrance to the palace interior.
Boss candidates:
- Thor guards the entrance with his legendary hammer mjolnir.
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Dungeon layout: Dark stone floor and walls. Lit by torches.
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Boss area: Asgard throme room
Boss candidates:
- Odin sits on his throne
Map design is subject to changes depending on speed/quality of development.
- Areas 2 & 3 could be condensed into 1 area.
- New possible intermediary levels: Asgard sewer, along rainbow bridge, etc
Design Document
- Story
- Music
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Characters
- Main Character
- Bosses
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Enemies
- Sprint 1: Final Design
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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