Sunday, 30 November 2014

White Boxing and Concept Changes

Over the course of the last week the development team have discussed the concepts for the level design of the game, with the main responses being the joining of the 'Citadel' and 'Station' maps. The idea behind this is to create a larger map that has multiple directions of flow, so that the game play doesn't become predictable once the player has become familiar with the game. This discussion came about during the white boxing process as we noticed that the original concepts needed an extra element to them.

As this has arisen at this stage in the design process, we have decided that the best option would be to fuse the two concepts together during the white boxing process, so that extra time isn't wasted redrawing the concepts and then reviewing them again.

Due to the liking of how the 'Citadel'/'Station' game play flows the development team has decided that a second fast paced map should be created during the white boxing stage, with an emphasis on free flowing game play that complements the game mechanics. With this in mind, my aim for the second map will be to have a map where by the double jump mechanic can be used to allow players to traverse from one side of the map to the other, using most if not all obstacles in the map.

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