Now to actually start building a game level and map the it all out. Although, I need to come up with the crazy gameplay mechanics that drive the levels' progression, and how the game feels.
When it comes down to gameplay, there are a few key elements, especially with Noct. His headset is the first and by far the most important mechanic. It may appear playing music into his ears, but it controls what kind of music he plays on his keyboard of light. For example, if he's listening to heavy music, his notes can damage, stun, or destabilize an enemy, where as soft music can put people to sleep, make him go in visible for a few seconds, or cause small distractions. There is one more: silence, which... well... let's just say, crazy stuff happens when the notes are played (think about what "flight of the bumble bee" could cause). Another key element is stealth. Although you have a light piano which makes noise, you have to be very careful about who you aim a song at, especially when you are trying to put a hoard of guards to sleep. and you don't notice the sniper who's wondering what the hell happened all his allies. This requires the player to be analitical of each situation, noting everything
Now what's the one thing besides game mechanics that are needed: Objectives. First of will be, get past the first set of guards without setting off alarms.The next will be the choice of killing, reasoning with, or knocking unconsious your old friend. This does change some objectives around, and give a reason for going back through this level. Anyway, the next, is disabling the guards in the area. Once again, that light keyboard will come in handy. Then we have the bit we have all been waiting for: killing Rex. Once again, the choice is up to you how you do it. Oh yeah, and then comes the great escape! Now, here is where it gets tricky, you have to (if you knocked her out) run back, pick her up and run to the final area (arround the corner from Rex's deseaced body). Upon entering the area, you will enter a quick time event, where the player will have to input the correct keys to land punches, kicks, and note combinations. If you let your friend live, you will be focusing on protecting her and killing the enemies.
Right... let's put this incoherent rabble together. Que a graphic!
|
Yeah... a blue print... I know... it's missing that blue background and the area looks like an unborn baby... |
Okay, rough idea here. If anyone can make sense of this sketch, great! This is a minor idea... let's get a better defined concept. So... I had to make the idea be a bit more refined, and hopefully place in a border that isn't just a simple line.The level will look a lot, lot, lot larger.
|
A bit better in definition, but this my design. Looks small? Yes. Will it be small. YOU WISH! |
Okay, now... here isthe objectives layed out. Green represents the "Convince your friend" option, Blue is the "knock out" option, and red is the... you can guess what option it is.
|
Excues the poorly placed numbers, I was using a mouse |
Onto the next post! Blocking out!