This Unreal Engine Blockout for XB2001 requires me to use light either as a gameplay mechanic or to guide the player through the environment. We can use one of three environments as a starting point, an amusement park, a military base or a mansion.
My setting of choice will be a mansion that the player has to traverse through, holding a torch in hand, in order to keep the Grue away as you try to locate the mansion’s stash of treasure across multiple Safes. The aesthetics of this level also lean towards old Hanna barbera cartoons, like the classic Scooby Doo series, which featured an old mansion in the opening title sequence and a select few episodes.
The use of darkness as an ever-encroaching force of evil that should be kept away from is taken from classic text adventure games like Zork, where it was advised the player had a torch handy at all times. To help give the player a much more fitting atmosphere that fits in line with the games’ mechanics, the time of day will be set to midnight/early morning to fit the mood easier.
Some important features to note are that the weather is constantly raining, along with there being many holes in the roof and walls, so a stiff breeze blowing through and rainfall can put out the player’s torch, leaving them vulnerable to dark areas.
As the mansion is old, with the only newer thing being a select few lights to help guide the players way, getting around the mansion requires basic platforming as many of the floors, landings and stairs have holes in certain areas. The area of the level itself spans between the ground floors, the landings, select rooms that aren’t locked out and the basement, which is the scariest location to the player.
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