Monday, January 27, 2014

First Beat Sheet

One of the first of many beat sheets, detailing the level that we're creating in our Game Design class! They work sort of like thumbnails, as well as storyboards, for our levels, showing how the course would be played.

Thursday, January 23, 2014

Racing Car Level Research

For our Game Design II class, We're creating levels based on a similar theme: Pinball Machines.

The games we're making, are Racing levels, which have destruction based gameplay. Thanks to this, I'm able to show one of my most favorite chases that were made using GTA V. 


This too, also gave way to seeing an interesting mod that highlighted a very cool mechanic I wanted to use for the game level, one that's been tried and true for many of the racing games in the past, particularly the MarioKart Series. 

While MarioKart itself does not have any of the realistic cars, and sleek, photo-like look of GTA, it does contain something slightly better. Imaginative courses, that even come to par with our own. One, for example, is exactly our own theme: The MarioKartDS course, Waluigi Pinball:





Waluigi Pinball shares the same themes as the level we're designing, but also has a casino like feel, on par with waluigi's own greedy nature (with the Wa in Waluigi, literally meaning evil). It is why many of the colors are blues, purples, yellows and reds, all having a dark tint, or high saturation. This is a similar color scheme I want, but not one so...Evil. 

The primary idea of the level is to have Neon lights predominantly showing in most of the level, leading the player, as well as giving encouraging, and not-so-encouraging statements to the drivers. The concept statement would most likely be: 

"Bright Neon Lights Blind You To The Dangers On The Track!" 


Lights would be used to hide, or obscure the player's sight, so that they would have to be careful as to not fall into any of the pits, or find any of the traps that would destroy their vehicle instantly!

The rough level so far, would consist of many sharp turns and falls, as well as jumps that would ramp(hehe) up the action more than a simple, static course would.