Our infinite ocean.
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This post will dive in to the thoughts and decision making behind my team finally deciding on create an infinite level for our game. In the Concept document my team and I picked the high concept says: We first played around with the idea of having a tiled map, where the player would always start on at the island in the center and then be able to move around freely to find the monster. The tiles around would be prefabs and randomly placed they would contain different environments so the player would not be able to find the monster in the same position when playing the game several times, The idea behind this was both encourage the aesthetic of mystery and add replayability to the game. After some more discussion and hard work from our programmer Kentaro Hayashida we find our current solution to the problem, an infinite ocean in all directions.
This solution does not however come without its own problems. Even if we want the player to feel lost in the fog on the open ocean, we don’t actually want the player to feel so lost that they have zero information on where to go and eventually lose interest and leave the game. To counteract this we are giving the player an objective to collect clues with the help of a compass. The compass will point in the general direction of the next clue so the player has some idea of where to go, after collecting x amount of clues the game will then spawn in the boss. And if the player travels in the opposite direction of what the compass indicating, the clue will spawn closer without the player noticing. For example if the clue is to the players right but the player travels to the left for 1 hour, when the player eventually turn around they will reach the clue in no time. |


