Game Development Reference
In-Depth Information
They encounter a number of clues and odd occurrences in the lobby of the main
building. The player chooses which way to go. They can go up the elevator and begin
investigating the second floor. They may head into the office area or, after reviewing
files they find behind the reception area, head into the Emergency Room.
This is where the player encounters a large puzzle. Solving it leads them to
the ambulance bay and a way to open and operate the elevator in that area,
which takes them to further adventures in the morgue below.
FiGuRe 7.6 The level design for Frôbish was created using floor plans for the building
where the story takes place. Each floor has many puzzles, scary events, and adventures to
experience, but the designer selected these four areas for the story's main plot points to occur—
opening, build-up, conflict, then resolution.
how Large to make the Level
The designer also needs to consider how many players might inhabit the level
at any given time, referring back to the level-design parameters previously
established. If the game is designed for one player, allowing exploration with
the nonplayer characters (NPCs), then the space can be smaller (taking critical
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