Game Development Reference
In-Depth Information
Walkthrough of Part One of the Rouge's Rendezvous Level
1.
Briefing . At the very start of the level, Archie will brief Flynn on his level
objective to reach the main entrance to the pirate town, and allude toward
a sub-goal of finding a way past the guards. This ensures the player has
clear goals to begin with.
2.
Skeleton #1 . Flynn won't get very far off the ship before his ascent will be
blocked by a mean-looking skeleton guard. This is the player's first encounter
with a monster that he can destroy, so we will need to ensure that the player is
mentored through the experience. Archie will alert him to the baddie and
explain exactly how to dispatch him by using Archie as a distraction (setting a
clear goal ). The overhead platform will provide temporary refuge for Flynn
while Archie lures the skeleton back the other way to the edge of the platform
(with his back to Flynn). This creates the simplest situation in which Flynn can
drop down and barge him off the edge. This first skeleton encounter is with a
single skeleton and the environment is relatively free of hazards to ensure that
the goal is achievable and the progression is balanced . The player is rewarded
by seeing the skeleton dissolve into a strange vortex with accompanying audio
feedback . The skeletons are powerful-looking, so this makes the player feel
empowered .
3.
Barrel Trap . This suspended platform will be booby-trapped. It will move
slightly as Flynn touches it, releasing a barrel down the slope toward him.
He'll need to pull off a move that Mario would be proud of in order to
avoid being hit. There is only the one barrel, and the slope provides a
convenient way up to the next platform.
4.
Skeleton #2 . The second skeleton will be patrolling the rope bridge as
Flynn climbs up to it, so he'll need to time his climb to reach the safety of
the top of the hillock. From this vantage point, he will be able to use
Archie to tempt the skeleton away toward the left and follow behind to
reach the hanging platform. From here, Archie can lure the skeleton in
front of the big set of spikes, for Flynn to dispatch. The challenge is a little
more complicated here, as the spikes can also harm Flynn. Nonetheless,
there is still only a single skeleton ( balanced progression ).
5.
Key. The player will need to click on the key for Archie to grab it. Flynn will
then head back on to the hillock and down the slope toward the prisoner.
6.
Prisoner #1 . The young prisoner will tell the player that they need a key to
rescue him, setting another clear goal . Archie needs to fly up with the key
to unlock the ship's wheel above the prisoner's head. If Archie touches the
wheel without the key, then he will reassert that they need a key ( accurate
feedback ). Once it is unlocked, it will send the cage tumbling to the
ground ( reward ) while also bringing up a handy platform in the form of
the counterweight. The pit is too deep for Flynn to fall down and survive,
so Archie will suggest that they find another way down (avoiding unfair
punishment ). Once he has found and talked to the released prisoner, they
can use the counterweight to get up to the next level of platforms.
7.
Poster #1 . To reach the prisoner, Flynn will need to retrace his steps back
down the cliff and use the alternative route into the bottom of the cave.
Once there, they will find that the prisoner is not actually much help, but
the nearby poster provides a clue to prevent the player from falling for the
guards' trick later on (a reward for thorough play).
 
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