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12.09.2022 - Development diary

Updated: Sep 19, 2022


Map description



The player has five inital directions to chose from when the level starts.

  • A; down the main road toward the square

  • B; down an alley wayand through a building

  • C; down a side street

  • D; down the dock road and through 2 buildings

  • E; down the dock road and down the canal road


I wanted to give the player multiple ways to get in and out of the area they're in at the time. The player is funnelled over the Keystone bridge and then has the option to go in four directions some which split into their own set of options and merge with others.


There will be certain buildings and maybe barriers and obstacles that will spawn from a group of 4 or 5. The buildings would vary from buildings that can not be entered, complete redesigned insides, blank walls & alleyways. This would give the player a new experience each time.


The player can enter all the red houses. They'll have the posessions of the occupants still there and they tell a story of how the city came to be abandoned via messages on walls, papers, letters, diaries & journals.

More story elements are told outside in newspaper headlines, banners, messages on walls, public information powers and piles of dead bodies.


I felt that a focal point would be best to signify the end of the 1st 3rd of the map, so I created the Grand Library. I also wanted the player to move into the library so I blocked off the two streets either side of it as giving the option for the player to bypass it then it would be a waste. The building also has further story elements and raises up the player to a high elevation.


There are multiple obstacles throughout the city. These are made up of trains/trams, cars, accidents and barracades and are designed to guide the player and break up the sightlines.


I guided the player into an elevated train/tram station to signify the end of the 2nd 3rd of the map and as a way to transition through to the final area they have to navigate their way through a complex hotel, introducing them to new story elements and avoiding drones.

This would have blocked off sections and this would be a spawned building from a group of four; two unique buildings and 2 idential buildings but with barriers in different places.


The player ends their journey at the Zeplin/Train station, this maybe a spawned building. The outside would have further obstacles; cars, statues and trams and can be used to hide from the drones.

 
 
 

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