Thursday, 10 November 2011

The Main Idea (Plot) - 3D Level Design

Well, I've talked a wee bit about what kind of environments I shall be taking inspiration from, or that best show the ideas and feel I want some of my 3D environments to have/include.  So I guess I should probably go into the plot ideas, and why those environmental choices are relevant to my project, shouldn't I?

You play as a character, aptly named 'Will'.  This is because you are playing the game as the 'will power' of somebody in a coma, who's body and mind is shutting down.  Your job as 'Will' is to fight on to keep yourself alive and, eventually, make a recovery.

Scene one of level one:  Will finds himself in a graveyard, it is night time, and the moon is bright in the sky. There is a loud rhythmic thudding noise which gets fainter and slower the longer you spend in this area.  This is the Heart beat, and Will must complete a set of challenges to get himself out of the grave yard before the heart stops beating.

I feel that this scene is relevant, as the Graveyard represents death, and in overcoming the challenges that are presented here is Will metaphorically overcoming the fact that he is about to die, thus bringing him more able to continue with his quest to make a recovery.

The Church in the graveyard is the door to the next 'dimension' which brings the level nicely to scene two.

This is where I need to make a decision. My basic premise for (if I was creating this game in full) the rest of the game is that Will systematically works his way through segments of the brain, solving puzzles to bring the brain back to a functioning state at which point (at the end of the game) the main character would awake from his coma.  Unfortunately, I am only able to have one more scene so I must chose one section of the brain to focus on, I have done some research on the working of the brain and have come up with some challenge ideas for each section, I just need to decide which would be most practical and most fun to use as a first level.

Below is a list of my ideas for each section:

The Parietal Lobe is responsible for spacial awareness and navigational skills. I thought that if I used this section I could warp, twist and reverse perspective, to make the world seem out of shape, once set challenges have been complete, perspective would revert to normal, making it obvious that this section of the brain has been healed.

The Frontal Lobe is responsible for short term memory. I thought I could employ a kind of 'Fog-of-War' effect so that the player needed to explore - I could also add some tension in here?  One the challenges were complete the 'Fog' would lift, making it obvious that this section of the brain has been healed.

The Temporal Lobe is responsible for hearing and the perception of objects. I thought that I could make this stage completely void of any ambient noises, making it immediately strange when the player steps into this 'dimension' and all objects within the area could be warped in one way or another.  Once the challenges were completed ambient sound would return and the objects would return to there normal forms, making it obvious that this section of the brain has been healed.

And finally, The Occipital Lobe is responsible for visual  interpretation and dreams.  I thought this section could be set in a crumbling world making lots of opportunity for platforming and some interesting challenges.  Once all of the challenges are completed the landmass in this section would re-form, making it obvious that this section of the brain has been healed.

So there you have it - any comments on the idea, and opinions on which 'realm' I should try and create will be gratefully received, hope you enjoyed the read! :-D

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