Thursday 3 April 2014

Playing the Player

I've been conceptualising more level ideas for EOF. The first concepts are just basic puzzles for extrusion that we could easily implement to fill out content and give the game a decent amount of play time.
They're pretty self explanatory. Well I think so anyway...
The next puzzle come from an idea we were discussing in class. Pretty much we are considering putting in a number of puzzles that mess with the player by either changing up what the controls do or by including indirect measures to progress. This one in particular is a 3D corridor complex that removes the player's ability to walk, replacing it with a marble-maze style world rotation interaction.
'W' and 'S' rotate the world along the y axis and 'A' and 'D' rotate it along the z axis (this is the x axis on the sketch but that wouldn't achieve what is needed to move effectively). The mouse still controls the player's POV so they can adjust the direction they are looking before they rotate the world. What would actually be happening is the gravity vector would just be jumping around the map but it would result in the player falling their way to the exit.
There could also be a number of dead ends just to make the level more confusing >:)
Another room could have the player see everything upside down and inverted and there are platforms the player needs to jump between with the new controls. 

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