Prologue
According to the starship design, I am contemplating the level progression and narrative for the prologue.
My design objectives are:
1. To have players learn the basic game operations during the prologue.
2. To help players comprehend their current situation in the game and become acquainted with the main character.
3.Familiarize with the protagonist's personal abilities. 4.Perhaps get to know the protagonist's companions a bit more. Have conversations with them.
I ultimately selected one of the starship designs and started my next step. I initially considered the relationship between the upper and lower levels of the spaceship, followed by the sequence of player movement in space.
The main concept I designed is for the protagonist to leave the crashed spaceship.
As for the protagonist's companion(objective 4), coincidentally, one of my team members designed a female college mage Lily. I think this is an excellent opportunity for introductory dialogue and the companion system.
Everything is ready, here are the key points for my prologue.
Act 1: Inside the Starship
NPC: Lily
Tutorial Components: Movement, Interaction;
Switching and using Gustav's prosthetics; Switching characters and using skills.
Main Conflict: Malfunction caused by the starship crash.
Gustav's starship crashes onto the surface of the planet.
After a rough landing, Gustav wakes up, The player familiarizes themselves with basic movement operations.
Gustav activates the emergency power, changes to basic prosthetics, and finds his crew member, Lily.
Many systems of the starship are offline, with the most critical being the malfunction of the environmental control system. The temperature on this planet is too low, and Lily's fire magic can only provide minimal warmth for a short duration.
Understanding the situation, they immediately take action and open the airlock.
A Big Hole – the adventure level I eventually confirmed.
After careful consideration of the elements mentioned in the Game World article, I sketched out a rough concept of the entire level map.
The initial simplified version.
I roughly described the overall feel. Then, I began the detailed allocation.
The parts that need refinement include:
1. More diverse level terrains.
2. There should not be only one entrance downwards; that would be too monotonous.
3. Different exploration routes; there should not be just one fixed path.
4. Some special levels that need activate the protagonist's special arm.
Great, now that we have some locks, what about the keys? Let's consider the protagonist's different arms.
So, I wrote many different arm effects. For example, arms that can dig, arms that can drill...
Finally, after completing these tasks, I created the following table.
The writing at this point is flowing very smoothly. I feel like everything is coming together.
I quickly realized that relying solely on prosthetic upgrades as the only key might not be sufficient. Perhaps setting the protagonist as a scientist could play a role, allowing the protagonist to use locally available materials to craft items as part of the key.
After thinking about this, I created the following table.
The Final Flame Overview (in blog)
The final flame-Work log01 The final flame - Concept art and monster designs The final flame - Protagonist design & Starship design The final flame - Game World & Game mechanics (Test)
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