Rursus
Character info
Character name: Rursus
Characters height: Rursus is about half a meter high and wide. As he is a cube.
Walk speed: Rursus slides over the ground at about 1.5 meters per second. He can't run.
Jump height: Rursus can't jump.
Level abstract
Objective(s)
Reach the goal
Themes
Relaxed, pattern filled world with no round edges, only squares.
Environmental Info
The world exists out of squares with patterns on them. A square may have multiple patterns on different sides.
Game-play Elements
The player can choose between three different views by looping through them with the left mouse button. The character 'Rursus' can be moved with W'A'S'D keys or the arrow keys on the keyboard.
Location
The world exists out of several floating islands. Every floating island is one level which the player has to finish in order to get to the next level. A level can be altered by looking at it in a different view. For instance, a wall may not be there if you can't see it.
Level Constructs
Boundaries
The boundaries of the level are the borders of the floor, when the players fall off, they are reset to the beginning. Any wall is a boundary which the player can't cross.
The boundaries of the level are the borders of the floor, when the players fall off, they are reset to the beginning. Any wall is a boundary which the player can't cross.
Begin & End
The games begins with the player (a block) on the starting place of a level. When the player reaches the end of a level, he teleports to the next level. This goes on until the last level is finished. Than the game is finished.
The games begins with the player (a block) on the starting place of a level. When the player reaches the end of a level, he teleports to the next level. This goes on until the last level is finished. Than the game is finished.
Goals
The goal in each level is to reach the finish platform. The overall goal of the game is to beat the last level.
The goal in each level is to reach the finish platform. The overall goal of the game is to beat the last level.
Challenges
The player is constantly battling with one challenge: 'the world is as the camera sees it.' The player can rotate the camera in three views; Top view, Side view and Over view.
In the side view the player may see a wall. In the top-down view, the textures of the top of the blocks are aligned, so it looks like there is no wall. The player can now cross the 'wall' because it looks like there isn't
The player is constantly battling with one challenge: 'the world is as the camera sees it.' The player can rotate the camera in three views; Top view, Side view and Over view.
In the side view the player may see a wall. In the top-down view, the textures of the top of the blocks are aligned, so it looks like there is no wall. The player can now cross the 'wall' because it looks like there isn't
Rewards
There is no particular reward in this game, other than the satisfaction of beating a level.
There is no particular reward in this game, other than the satisfaction of beating a level.
Failure Handling
When a player falls off the level, he will be reset towards the beginning of the level.
Level User Experience
Guidelines
Fun Factor
The fun factor in this game is mostly to get that "oohh" Factor. Meaning that a player plays a level and when he finally sees the way a level goes.
Player Ergonomics
Kubus verschuiven, camera veranderen.
Kubus verschuiven, camera veranderen.
Rhythm
Difficulty
The difficulty is increased by adding more camera views, introducing more patterns and more sub mechanics over the course of the levels.
The difficulty is increased by adding more camera views, introducing more patterns and more sub mechanics over the course of the levels.
Wow Factor
When you finally finish a level or see how you can finish a level.
When you finally finish a level or see how you can finish a level.
Hooks
Wanting to see what the next level offers as every levels introduces something new.
Wanting to see what the next level offers as every levels introduces something new.
Game-play Narrative
Tension
Foreshadowing
You can see the finish within reach sometimes but just can reach it.
Elements of Design (Contrast, Value, etc.)
The patterns seem wierd but when the camera is alligned perfectly the patterns are too.
The patterns seem wierd but when the camera is alligned perfectly the patterns are too.
Paradigm Shifts
This is what the main mechanic is. Shifting the camera to see something differently.
This is what the main mechanic is. Shifting the camera to see something differently.
Game-play Elements
Click to move the cube, you cannot move through walls. Click on the menu button to go back to the level select. Click one of the camera buttons to switch to that perspective.
Click to move the cube, you cannot move through walls. Click on the menu button to go back to the level select. Click one of the camera buttons to switch to that perspective.
(Music, Sound)
Back ground music that changes when the camera is changed. The music is low in side view, high in top view and normal in isometric view.
There are also a view sound effects, moving, landing and finishing a level.
Back ground music that changes when the camera is changed. The music is low in side view, high in top view and normal in isometric view.
There are also a view sound effects, moving, landing and finishing a level.
Landmarks, Rewards, Orientation, Texts, etc.
When you finish a level you're rewarded with a inspirational text that introduces the next level.
At any time the player can return to the level select.
When you finish a level you're rewarded with a inspirational text that introduces the next level.
At any time the player can return to the level select.
Human Survival Instincts
The survival instinct says that you shouldn't fall off the level. It doesn't give the player a debuff but it sets the player back to the start.
The survival instinct says that you shouldn't fall off the level. It doesn't give the player a debuff but it sets the player back to the start.

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