Game Development Reference
In-Depth Information
8. Spear Trap. Crossing an almost invisible tripwire will trigger a spear trap that sends
spears thrusting out of the ground. The tripwire is placed beyond the spears, as this is
the first time Flynn has encountered this particular trap, so we'll make it hard to get
hurt by it. Nonetheless, it should surprise the player and we'll get Archie to point out
the tripwire, just in case the player doesn't realize what caused it (avoiding unfair
punishment ).
9. Thirsty Pirate. Initially, the platforms above this point are all out of reach, but there is
a lever on the cliff wall opposite the pirate that activates a lift. The pirate explains that
he will help Flynn if he finds his tankard for him (which is over near the two skeletons).
The player doesn't need to do this to continue, and can find the lever for themselves,
but fetching the tankard will spring an arrow trap on Archie (who is invincible),
preventing it from harming Flynn later on. This provides a level of meaningful effect
from the choice of helping out the thirsty pirate. A sort of good/bad Karma effect, if
you like.
10. Barrel Trap. Another oneā€”this time coming from above.
11. Poster #2 . A wanted poster for Mary. This has no effect on the game play, but helps to
build the story. There is also another spear trap beneath it.
12. Prisoner #2 . The second prisoner can be released in the same way as the first, and he
will offer Flynn the temptation of helping him to fulfill his main goal of getting past the
guards to the pirate town (15). However, getting the key is much trickier this time
because of the skull bat (14) and two skeletons (13).
13. Skeletons #3&4 . These skeletons will be more difficult to take out as a pair, but the
player should be in a better position to cope by now ( balanced progression ). Archie
only distracts skeletons one at a time, so it is possible to split them up and push them
over the edges of the platform. However, if Archie hasn't already triggered the arrow
trap, then touching the tankard will add to Flynn's difficulties in this situation.
14. Skull Bat . The bat will guard the key and stop Archie from getting to it. Archie will
suggest that Flynn distracts it, and hint towards skewering it on something ( clear goal ).
The skull bat will chase Flynn if he gets close enough and pursue him relentlessly from
then on. Luring the bat into any hazard will destroy it, but the most convenient one is
the lower of the two spear traps (8).
15. Pirate Guards . Two pirate guards will guard the main sailor's entrance to the sheriff's
mansion (and the next level), but they need proof that Flynn is a member of a ship's
crew to continue. This is provided by the second prisoner, after rescuing him. Even so,
the guards will engage in a conversation to try and catch the player out. If the player
has paid attention to the first poster (7), then they should be able to give the right
answers; otherwise, they may end up losing health as the guards rough Flynn up a bit.
 
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