Friday 23 April 2010

I've added...

...a few pics to box. One might not make any sense, it's the rough path flow for the labyrinth. It looks like a bunch of squiggly lines...you're right, that's what it is, and that's what labyrinths do. There are going to be sections that will allow the player to see the other paths available, (i.e. holes in the walls, a light cone shining thru, iron grates on the floors, etc.) just to give them the idea that "this" place has a lot more to it.

I also have it setup where the player starts the labyrinth level in a "home" room. This room has a very distinct look and feel to it. Throughout the course of playing, (first left path, the only one available to start) the plyr finds themselves, (literally) dropping down and climbing into this home room, which brings about an..."ohhh, i'm back here now!" It will cut backtracking until later in the game.

To break it down quickly, the plyr enters the laby, there are three doors, two need keys, (or gems, etc.) the first path, (far left side) will grant a key to the second path, (far right side) and the second path will grant a key to the third path, (middle). The first paths end has a ladder that lets the plyr drop from the ceiling, (this part will be like a trap door that blends in with the environment when in the home room) and the second paths end will have a ladder that will allow the player to climb up into the home room, (again this area will be like a trap door/blend in with the environment when in the home room). The third paths end will bring the plyr to the Hall of Relics.

On the return journey, the puzzles and whatnots will be backwards engineered all the while thwarting the enemies that are around. This is when the backtracking comes into play. I will have a more detailed update soon. Cheers!

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