Outside the game
Which software ?
- A Tale Of Two Worlds (work in progress) is planned to be made on "Unity 4.1"
Who's worked on ?
- Alexandre Sauderais :Visuals
- Ivann Dimitrov : Visuals & Sound Design
- Melvin Burdy : Programming
- Raphaël R-Bouchard : Game Design
& ergonomist
- Vincent Pellarrey : Team manager
- And me as Game & Level Designer.
Why ?
A Tale Of Two Worlds is developped by six
videogame students from the ENJMIN.
I'ts a puzzle/platformer Game competing
in the Hits-Playime contest.
Development Time : 6 months.
How much levels?
- as much as we can :).
Life expectancy ?
- Over 30 minutes.
Award : The contest is ongoing until the half of june 2013.
The Pitch: after an accident, the protagonist of "A Tale Of Two Worlds" found himself in half way between two worlds.
Ingame, you have the ability to rotate the axis gapping the two dimensions, by passing mechanics from a dimension to the other, you can create a way for youself to reach your objectif.
Saving the two worlds.
The main idea: A Tale is a puzzle/platformer game, where you can/must use you ability (or power) to solve puzzles, by activate mechanics or shut them off.
Examples:
- A plateforme moves in a world and not in the other.
- a door is locked in a world but will be open if you pass its genrator to the other world, the door will be open.
Level Design
The premise of A Tale of Two Worlds was to provide a mixing two complementary worlds and allowing the protagonist to progress in the game, while appealing to the properties of these two worlds Thurs
Once the premise set. It only remained to provide the appropriate Level Design.
So how to propose a Level Design fun which supports the concept and values it?
Take the example of the last sequence that you find at the end of the prototype.
Everything begins with the identification of the type of challenge we want to offer to the player.
Is it a challenge reflexes or thinking?
Once the type of challenge identified, remains to be locked between four walls, and make provisions to tackle the achievement of Level Design paper.
I propose to detail the stages of progression of the sequence in question, from the idea to the final prototype.
Step 1 : The Idea
Propose a sequence of game where we have an EXIT.
It is accessible only by a little effort to set up the item or items to achieve it.
Step 2 : The paper Level Design
Once the sequence is put on paper and it seems coherent and provides a minimum of fun, it's time to start the next step.
Step 3 : the Building
The building consists of repeat the same paper level in the level editor (in the case of the prototype "Constrcut 2")
And finally, here is the 3th sequence i made on construct.
P.S: It's just a prototype version.
Another sequence but this time on UNITY.
Step 1 : The Idea
To propose a sequence where we have an EXIT.
Here, the player will meet the "Box" mechanic for the fisrt time and try to learn how to use it.
This sequence is a tutorial.
Step 2 : The paper Level Design + the skinning
Inside the game
The story
We still work on the story, but all you must know, is that you are between two worlds/demensions, the magic one and the technologic one. so what are your expectations from the both, and how could you use the best from each one.
Take a look at our DevBlog
(In French)
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