1. The reasoning for the tutorial concept
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My name is Carl Hvarfvenius Blomgren, and I’m the Level Designer for Group Troll and our game Depth. The tutorial concept is the thing that provides a basic and easily understandable vision for how the playable level should look and feel like while playing. It can also show why whether enemy A or enemy B should be placed in a certain position for the best playable experience or just to display what kind of obstacles the player will encounter when playing the game. During the tutorial stage of our game, Depth, you’ll be able to experience the controls, the player and enemy movement, player shooting and the function of the flashlight. To be able to experience all of these mechanics I tried to sketch a simple “normal” level on paper and then try to divide it to different parts where each part focuses on a certain mechanic.
There’s a beginning for everything, and the most critical thing to know about the game is the controls and the movement of the playable character, because without them the player has less things to do and would die much easier. So what I focused on was to design a big space and then a very narrow and wonky start of the cave, where you as a player are able to steer both up, down, left and right.
Then the second part is where you learn to shoot the enemies. In the earlier part you’ll only be shown that you use the mouse to move the camera, but now in the second part you’ll see an ammo count show next to your crosshair. Implying that you have to shoot the enemies to successfully proceed further through the cave.
Then the third and final part, where the player will experience the darkness that are constantly there during the game. This part is solely there to show that the player has a lantern/flashlight to make it easier to guide themselves through the cave, but also that there is a power up which makes the light from the flashlight even stronger (only for a couple of seconds though).
When the player has finished the three parts, then the tutorial is over and the player will then be thrown into the real game! – Carl
Annonser
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