Difference between revisions of "Sunshine Paradise"

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This first level is very easy to get through. It has a sunny background, water on the background and some mountains. Green trees, lots of grass, a good looking water flow and a few mountains will do the trick.
 
This first level is very easy to get through. It has a sunny background, water on the background and some mountains. Green trees, lots of grass, a good looking water flow and a few mountains will do the trick.
  
Before building up such a level, it's important to think about who the user is. Our average user is not used to play Open Surge: [http://www.youtube.com/watch?v=jKree5ftjlI his/her playing skills may be weak]. Therefore, making a complex level with too many visual elements or obstacles is counter-productive, as it will frustrate the player. Let the user run. Leave plenty of open, free spaces.
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Before building up such a level, it's important to think about who the user is. Our average user is not used to play Open Surge: his/her playing skills may be weak. Therefore, making a complex level with too many visual elements or obstacles is counter-productive, as it will frustrate the player. Let the user run. Leave plenty of open, free spaces.
  
 
'''Think about the user. Keep it simple.'''
 
'''Think about the user. Keep it simple.'''

Revision as of 21:30, 6 March 2012

Overview

Philosophy

This first level is very easy to get through. It has a sunny background, water on the background and some mountains. Green trees, lots of grass, a good looking water flow and a few mountains will do the trick.

Before building up such a level, it's important to think about who the user is. Our average user is not used to play Open Surge: his/her playing skills may be weak. Therefore, making a complex level with too many visual elements or obstacles is counter-productive, as it will frustrate the player. Let the user run. Leave plenty of open, free spaces.

Think about the user. Keep it simple.

Concept by svgmovement


The user is our first priority!

I can't emphasize enough how good level design (i.e., thinking about the player) is important. The videos below are examples of how bad level design can bring frustration to the user:

  • Video 1
    • Don't assume that every player is as skilled as you are.
  • Video 2 - start watching at 10:00
    • See how the player gets VERY frustrated.
    • "This is horrible! Oh my gosh! This is so horrible, who would do this?! I hate this! ... Stupid level!" -- poor guy! We must do better.
    • In spite of the bad level design, it's very funny to watch. ;)

Act 1

This act must be very easy to get through. The idea is that the player should get familiar with the controls: learn how to walk, run, jump, etc. About 2 minutes of gameplay is okay.

Important guidelines:

  • give the player lots of space to run (giving him/her the speed shoes would be nice)
  • avoid too many obstacles and/or puzzles
  • please avoid restricted/clumsy areas: give the player a large, open space.
  • NO WATER (it's okay to have waterfalls, but the player must not get too much into water)
    • remember: the player may not know how to play yet! Please make things easy!
Concept by svgmovement


Act 2

Act 2 must also be easy to get through, but it's okay to have a few easy obstacles for the player. Please give the player a straightforward direction to follow: avoid confusing areas. About 3 minutes of gameplay is okay.

Important guidelines:

  • give the player lots of open space
  • please avoid restricted/clumsy areas: give the player a large, open space.
  • lots of waterfalls
  • LITTLE WATER (remember: Sunshine Paradise is NOT a water level!)
    • remember: the player may not know how to play yet! Please make it easy!
    • it's okay to have lots of water on the background (users can't dive into those), but the player shouldn't really struggle/drown on it. It's just the first level!
Concept by svgmovement


Act 3

Boss act.

The boss is a Big Wolf, as suggested by Joao Victor. It will be behind the platforms, and Surge must jump on his head a few times. The Big Wolf will try to punch the player. The animation below illustrates a battle:

Concept by Joao Victor


Level-specific objects

Objects

  • T-bar zipline: Ride on it and zoom down!
Concept by svgmovement


  • Barrels (in front of the waterfalls, act 2 only): Shoots you on given directions (right only)

Dropped objects

Due to manpower constraints, the objects listed below will no longer be implemented.

  • Bouncy vines: A stretchy rope that can spring you up.
  • Inconveniently placed rock: A simple object that stumbles the player at certain points.
  • Curvy road: Also known as a corkscrew, the player twists upon walking on it.

Level-specific enemies

  • Jumping flower: Keeps jumping like a spring (nickname: 'Springfling').
Concept by svgmovement
Concept by svgmovement


  • Wolf: Your basic enemy that walks left and right (nickname: 'Wolfredo').
Concept by svgmovement


  • Fish: A regular fish/piranha that jumps in and out of the water (nickname: 'Peixudo').
Concept by svgmovement


  • Mosquito (act 2 only): If it sees you, it comes after you (nickname: 'Stalker').
Concept by svgmovement


  • Water skimmer (act 2 only): A spider or insect that stays in the surface of the water (nickname: 'Skaterbug').
Concept by svgmovement


Cutscenes

The cutscenes are held according to the Game Story.

Before Act 1

Storyboard made by Joao Victor:

Surgestoryboard1.jpg Surgestoryboard2.jpg

Between act 1 and act 2

I think we may simply drop this one?

Between act 2 and act 3

At the river bank, Surge sees a dam.

Surge: "What the... that dam wasn't here yesterday. How the heck did that get built so fast?!"

Surge looks around, but Neon isn't there.

Surge: calls out in the surrounding forest desperately "Neon? Are you okay? Where are you? Neon? Neon?!"

Surge: "Neon must've been captured... or maybe he ran off when he saw some of those creatures. Either way, he's in trouble
and I have to find him."

An anteater comes out of the woods.

Anteater: yells "HELP! They're coming! Run! Run for your life!"

The anteater gets grabbed by two of them and they disappear with the anteater in shroud of black mist.

Surge is in shock.
Surge: "What!? It's just gone... just like when Neon and I – wait a second... I remember these things! They appear out of
nowhere and ambush whoever they are after. So, these strange creatures of darkness are the ones behind the disappearances of
innocent animals... and more of them are starting to appear. Looks like it's up to me to stop whoever's behind this..."

Act 3

When Surge sees the boss...

Surge: "Wh-what are you?! Where are all my friends?!"

The giant creature just growls at him. Surge quickly goes from shock to rage.

Surge: "Okay, that's IT! You're going down! I've had it with with you monsters! I'm gonna put a stop to the disappearances
right here and now!"

After act 3

A young deer comes out of the woods after the boss is beaten.

Young deer: "Surge! Please help us!"

Surge: "What's wrong?"

Young deer: "That dam is cutting off our water supply... we are running out of clean water to drink!"

Surge: "Don't worry, I'll get your water back!"

young deer: "Thank you!"

Surge: "Now, run! It isn't safe here!"

The young deer does so.

Surge: to himself "Maybe Neon just was concerned about this thing too and went to investigate... either way, I've got to
figure out a way to get these animals' water supplies back!"

Old stuff

Sunshine Paradise: first/old sketch