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Power of the 3 stripes – Level Design Document

Overview
There is a total of six levels within the game, each represent a realm of the complete
world and have their own theme and introduce a specific mechanic from level 3. They
can be explained as follows:

Level Realm name Location Mechanics


- Movement (left / right)
1 Underwater
- Jump
- Movement (left / right)
2 Gift shop
- Jump
- Movement (left / right)
3 Shop gardens - Jump
- Dash
- Movement (left / right)
- Jump
4 Building walls
- Dash
- Climb
- Movement (left / right)
- Jump
5 Ventilation - Dash
- Climb
- Double jump
- Movement (left / right)
- Jump
- Dash
6 Storage room
- Climb
- Double jump
- Stomping

Notice that there is a new movement mechanic introduced within each level, which is
introduced through the shoes the player collects, as it is explained below. This makes
the game more complex and engaging without overwhelming the user early on with too
many mechanics.
At the end of each level (excluding the tutorial level), you will have to fight the guardian
of the realm (the level) for their shoes. These guardians will use abilities that are
appropriate to the shoes they drop: the guardian that drops the double-jumping shoes
will perform attacks related to jumping. In order to prevail, the player is required to use
the mechanics taught by them in order to defeat them. When they have the defeated
boss, they will be able to retrieve a pair of shoes, providing them with a new ability.

Levels layout
Every level has been designed so that the difficulty can be increased progressively.
Therefore, the challenges on the level go from the more basic to the most elaborated.
There are also resting areas where the player free of enemies and threats, normally in
the areas where a checkpoint can be found.
On the levels, new elements and challenges are added as the player advances. On
levels from two to six, a final challenge is added in the last section between the last two
checkpoints. As this is the last area before the boss battle, it can be considered the
most challenging. This is done with the purpose of testing the abilities and mechanics
learned just before the player has to face the boss. There is always a checkpoint at the
beginning and the end of this area to help the player save the progress and restore the
life.
The player always stars moving to the right. (explain structure)
In terms of dimension, some areas are more open than others that can be considered
tighter, this is to give the player a more claustrophobic sensation. This happens
especially in the area where a key can be found, so that the player can feel that he/she
is in a dungeon with a treasure at the end.
The levels also include at least one junction where the player needs to choose the
more convenient path, facilitating exploration and increasing engagement by making
the player doubt. The from 2 to 6 always give the option of going back, so that the
player is not stack if reaches the final door without a key. Also, if this happens, the last
challenging part can be avoided, this is because a door was included as a shortcut that
can be opened if needed.

General objectives
All the levels, apart from level one, have some objectives in common. These are:
- Find the door that opens the boss room.
- Get 3 hidden objects.
- Reach the boss room.
- Defeat the boss to get the first pair of shoes (This is slightly different in level 6
because no shoes are collected)
Additionally, every level has its own purposes that will be discussed within every level
section.

Objects

A) Collectables:
Map Level in
Object Comments
symbol use
This object can be found either in hidden or difficult
access places. It consists in a visible object that
disappears when the main character collides with it.
Hidden object ♦ When this happens, it is stored in the menu. It acts 1,2,3,4,5,6
as a collectable power up. This means that the
player needs 5 in order to obtain the reward that is
an extra health container.
O This object is used to open the boss room. It is
Key 1,2,3,4,5,6
|_ always in
- Collectables:
o hidden object: (???)
o key
- Enemies:
o Enemy1 –
o Enemy2 – Static and shoot
o Enemy3
o Enemy4
- Obstacles:
o Spikes
o Smashing spikes
o Cannon and cannonballs
o Conveyer belts
o Disappearing / Reappearing platform
o Floor with spikes below
o doors
o lift of spikes
o Enemy droppers
- Access:
o door buttons
o springs
- Checkpoints:
o cleaning signs

Level 1

Level 2

Level 3

Level 4

Level 5

Level 6

Hidden objects: 15 in total??? (when 5 are collected: +1 heart)????


Mechanics need to be explained from programming perspective

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