Game Development Reference
In-Depth Information
Levels
While chapters are sequential and linear, the challenges the protagonists have
to face (and survive) in each chapter are not always linear, and can often be
approached in any order. In this way, each chapter acts like a hub, with the play-
ers having to work together in order to survive and progress in any way they can.
Time management is a key to the players' survival. Distancing themselves
from enemies and fortifying or barricading entryways will give them more time
to solve gating devices. Levels are designed around balancing the resources of
time, health, and weaponry. For instance, scenarios are presented in which the
player can sacrifice some of his physical health in order to preserve time.
Interior environments will contain fortification points at doors, door frames,
and windows. Fortifying these points prevents groups of enemies from entering
a room through multiple entry points all at once. The player can shut and lock
doors and windows, use found items to create a fortification, and move objects
in front of doorways to form barricades.
The target playpath for the game is 90 minutes of gameplay spread out across
multiple levels and gameplay modes. Each level will take approximately 15 min-
utes to complete.
Level Design metrics
Fortification
Point
Size
(Unreal Units)
Notes
Window
144 wide ×
128 high × 104
from the floor
This is the standard size for all
fortifiable/vaultable interior
windows.
Door Frame
128 wide × 224
high
This is the standard size for all
fortifiable interior door frames.
Vaultable
Object
216 wide × 104
from the floor
This is the standard size for all
vaultable interactive objects.
Rollable Object
136 wide× 120
from the floor ×
256 deep
This is the standard size for all
vaultable objects that the char-
acter rolls over.
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