first level

The concept for the game Burn Witch Burn has it split in two parts: the first being an escape from a village after avoiding death, and the second is returning to the nearby castle. The first part ends with a fight with a witch hunter, and the second ends with confronting the final boss, who will be a queen. This gives the game two levels, and we decided pretty early that it could be more interesting to have a path that you follow rather than a looping background. This way without much work the path can have varied direction and also progress gradually from dense buildings, past churches and through fields, and eventually into forest.

1

While previous weeks have been spent making resources, this week I started putting everything together into a usable level. The image below is about a third of the first level as seen fully lit. The area below is the densest part of the village and the area above is fully forested. As the game fleshes out certain things will become more detailed, including the addition of fences and other obstacles that will affect how you escape and target enemies and facilitate using the teleport mechanic. The ground will also transition from cobble to dirt to grass.

2

If possible I think one of the more interesting things that can be done with the level is having the path branch at some point, perhaps normally or behind a fence requiring teleporting. Alternate paths could have simple differences like being longer or shorter, but could also have different ratios of enemy types or buy the player some time from the advancing mob. Whether or not it’s achievable might depend on if we decide to do the whole two parts, or just focus on the first area and boss. Whatever the scope ends up being having the first level as finished as possible is the goal for the beta.

About Anders Taylor

2016 Graphics