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Gameplay

qnf613 edited this page Dec 9, 2020 · 2 revisions

This time, it is almost the final phase of the development period, which is the gameplay implementation stage that can be said to be the core of the level design. At this phase, we designers continue to revise the planned level, flows, and details by implementing countless self play-tests.

At this phase, there have been countless errors that are big and small. First, let's check the top-down view of the entire level.

topview

The player will explore the level counterclockwise based on the north to central areas in the picture.

In order, Entrance/Main hall - Cafeteria - Confinement ward - Lab room - Director's office - Monitor room - Storage.

I hope that each area can give players different experiences as possible.

Among them, the area I find most difficult to make but proud of at the same time is Area 3: Confinement Ward.

area3inview

This is an area that includes the most complex triggers and gameplay elements in all areas, including exploration, button-pushing, monster teleporting, vertical combat, etc. The function that I wanted to put in the most is that when certain doors are opened, monsters in the room automatically walk out to a certain point and then walk towards the player, but the engine does not let me set up that complicated process (or I can't found a way to do it yet). So, the process has been simplified, and that makes monsters do not come out of the room sometimes. Like this.

ezgif-3-2212659e4bd0

Other than that, the appearance of Ranged enemies and Melee enemies has changed from the plan. To give players a richer combat experience, they all come out of the third-floor room, but only 1 type of enemies will come out of each encounter so it won't be too difficult.

In addition, various areas may be a little similar, but they will provide a completely different experience. For more information, please refer to the walkthrough video, which can be accessed by clicking on the image below.

Walk through video link (click image below)

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