Wednesday, June 10, 2009

blind run post 2

controls:
- jump (x)
- grab (R1)
- change direction (L3/stick)

elements to consider
- length of course
- number of checkpoints
- reaction time of each obstacle
- amount of different SFX
- pacing of the different obstacles

A blog that helped me: mr boss' design lair


Some rules/elements don't apply to LBP, but most of general rules are useful.




Update
I added more to the course, and split it up into 3 sections(easy, medium, hard). The sound of the checkpoint activates at the beginning of each section.
I added a shortcut to the hard section for convenience.
I separated each section with a different colour.

Originally I was going to obscure the whole course for the player, and have them wear headphones.
However if I hid the course from view (+ player wore headphones), no one else would be able to see or hear what is going on in the game during the presentation.
Because there won't be enough time for everyone to have a go, I feel being able to see the course is necessary. During the presentation, the player will have to just close their eyes. While play testing I found that playing with your eyes closed was easier than watching a blank screen. So if players will close their eyes anyway, I may as well make it visually appealing for the other people in the audience.
If I was making this level for the LBP community as a shared level, I would obscure the view to prevent people from cheating by just playing with their eyes open.
In LBP you can also add race gates (start + finish) which gives you more points the faster you finish the course. While this adds replay value to the level, while racing, there is a constant ticking sound, too distracting for a player navigating from sound cues.

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