squidiverse - beat chart

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Level/environment name: Water Planet (Level 1) Time of Day: Day, as it makes the level bright and vibrant, getting across the fun tone of the game. Story Elements: Squid goes on a quest to find his long lost father, who was kidnapped by the evil King Crab. Progression, game play focus of the level: Player must find all the 3 clues hidden through the level, in order to complete it. Estimated playtime of the level: Around 3 minutes (clean run through) – If each clue takes about a minute to collect and there are 3 clues. 5 minutes allowing for deaths. Colour scheme of the level: The level has two colour schemes that tie together and complement each other: Red and Blue, and Purple and Orange. Red and Blue is used mainly in the background. Whist the blue is calming and reflective of the sci fi/underwater theme, the red pops out against the blue. The red can be used to identify dangerous areas or important elements in the environment, e.g. red buttons that activate events. The Purple and Orange is used for the character design. Using a different scheme makes them stand out from the background and become more noticeable, however the colours are really just a shift of the first scheme, purple being from blue and orange from red. Orange and Purple together looks fun and wacky, so getting across the vibe we want out of the game.

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Page 1: Squidiverse - Beat chart

Level/environment  name:    Water  Planet  (Level  1)    Time  of  Day:    Day,  as  it  makes  the  level  bright  and  vibrant,  getting  across  the  fun  tone  of  the  game.    Story  Elements:  Squid  goes  on  a  quest  to  find  his  long  lost  father,  who  was  kidnapped  by  the  evil  King  Crab.    Progression,  game  play  focus  of  the  level:  Player  must  find  all  the  3  clues  hidden  through  the  level,  in  order  to  complete  it.    Estimated  playtime  of  the  level:  Around  3  minutes  (clean  run  through)  –  If  each  clue  takes  about  a  minute  to  collect  and  there  are  3  clues.  5  minutes  -­‐  allowing  for  deaths.    Colour  scheme  of  the  level:  

The  level  has  two  colour  schemes  that  tie  together  and  complement  each  other:  Red  and  Blue,  and  Purple  and  Orange.    Red  and  Blue  is  used  mainly  in  the  background.  Whist  the  blue  is  calming  and  reflective  of  the  sci-­‐fi/underwater  theme,  the  red  pops  out  against  the  blue.  The  red  can  be  used  to  identify  dangerous  areas  or  important  elements  in  the  environment,  

e.g.  red  buttons  that  activate  events.    The  Purple  and  Orange  is  used  for  the  character  design.  Using  a  different  scheme  makes  them  stand  out  from  the  background  and  become  more  noticeable,  however  the  colours  are  really  just  a  shift  of  the  first  scheme,  purple  being  from  blue  and  orange  from  red.  Orange  and  Purple  together  looks  fun  and  wacky,  so  getting  across  the  vibe  we  want  out  of  the  game.                    

Page 2: Squidiverse - Beat chart

Enemies/bosses  introduced  and  used:  Crabs,  Octopi,  and  Whales.  Most  enemies  are  simply  patrolling,  which  makes  them  perhaps  more  like  obstacles.    The  crabs  pace  back  and  forth  on  a  set  spot,  whilst  the  whales  pass  by  a  tight  spot  every  few  seconds,  with  the  player  having  to  sneak  through  a  gap  in  the  pattern.  The  Octopi  will  be  more  aggressive  and  run  towards  the  player.    

   Mechanics  introduced  and  used:  Rock  throwing  –  Squid  and  throw  rocks  in  the  direction  he’s  facing.  This  mechanic  can  be  used  to  kills  enemies  and  also  solve  environmental  puzzles  e.g.  throwing  a  rock  at  an  out  of  reach  button  to  activate  a  hidden  platform.    Hazards  introduced  and  used:  Water  bursts  that  periodically  rise  and  fall  between  platforms  are  a  key  obstacle.  The  player  has  to  wait  for  a  free  gap  in  the  cycle  to  jump  over  them.    Power-­ups,  new  abilities,  weapons  or  gear  introduced/unlocked:  The  level  will  have  no  power-­‐ups  or  new  weapons.  The  Squid  character  stays  the  same  across  the  game,  staying  at  the  same  power  level  and  keeping  the  same  mechanics.  It’s  the  environment  that  changes,  introducing  new  puzzles  or  enemies,  that  the  player  must  overcome  using  those  same  core  abilities.    Treasure  amount  and  type  the  player  can  find:  The  main  treasure  to  find  are  the  gold  stars  scattered  through  the  level,  which  control  the  player’s  score.  The  three  clues  could  be  counted  as  treasure,  but  they’re  more  of  a  goal;  needed  to  complete  the  level.  

   Bonus  material  found  in  level:  None    Music  Track(s)  to  be  used:  Music  plays  throughout  the  level,  and  is  in  the  style  of  an  up-­‐beat  8-­‐bit  track.    The  music  never  becomes  too  dramatic  or  dangerous,  maintaining  a  bright  and  friendly  feel.