Scope planning of the game.
Scope planning
The flow of the level design is to teach with the tutorial area and then have a hub area that connects to different puzzles. They are meant to challenge the player of the mechanics the game provides. After completing all the puzzles, the player returns to the hub area and walks out through the end.
Tutorial
The tutorial will take about 5 minutes. It's small simple puzzles that will teach the player about the game's mechanics. These are meant to be quick and easy as they slowly progress in difficulty. The last room will be a showcase of the Non-Euclidean Geometry puzzle potential.
Hub
The hub will be a room with pathways that connect to the other puzzles. There'll be landmarks or connecting objects that act as a barrier to the END. After completing all the puzzles at the end of the pathways, the player can access the END.
Puzzle 1
Puzzle 1 would test player efficiency. The idea is to get through the large puzzle by using only one cube and using that one cube to go through zones and solve puzzles.
Puzzle 2
Puzzle 2 would test player creativity. The idea is to have multiple cubes that the player can re-use and figuring out interesting ways the player can use them to solve puzzles.
EDIT: Puzzle 3, Puzzle 4 and the END were later cut due to large scope and meeting the required project deadline.
Get Perception
Perception
A Non-Euclidean Level Design Exploration
Status | In development |
Author | Littlebath |
Genre | Puzzle |
Tags | Casual, First-Person, littlebath, non-eucledian, perception, Short, Singleplayer, Surreal, Unity |
More posts
- Puzzle 2 DesignMay 09, 2022
- v0.4.2Apr 25, 2022
- Puzzle 1 DesignApr 23, 2022
- Hub Area DesignApr 23, 2022
- v0.4.1Apr 23, 2022
- v0.4.0Apr 23, 2022
- v0.3.9Apr 23, 2022
- v0.3.8Mar 29, 2022
- v0.3.7Mar 29, 2022
- v0.3.6Mar 29, 2022
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