So far the group has come up with some interesting level ideas for our game and I'm really excited about how it's going to turn out. I figured it would be beneficial to compile the ideas into a simple list.
* Making your way through a hallway with niches in the sides. In the hallway, perhaps an explosion occurs at a certain location synchronized with one of the beats of the music. Another explosion happens in another location with another beat, and so on, such that you are forced to wait at the right moment to run from one niche to another, avoiding the explosions. - Sean
* A room with walls (or obstacles forming a wall) moving towards the player. These walls come at intervals coordinating to the beat of the music and have doors that might coordinate to the pitch of the note. The player must move side to side to try to fit through the door without being pushed back by the wall. - Sean
* A level where the ground is comprised of moving platforms- platforms that move rhythmically creating a timing puzzle that each step must be made in sync with the music. - Anthony
* The player is in a hallway with lasers at regular intervals that are moving horizontally or vertically or pulsing in and out with the beat. - Sean
* The player is in a room filled with large square pillars, each moving up and down to a different beat from the song, and the player must jump from one pillar to another without being pushed against the roof. - Sean
* The player approaches a lake or river in the darkness. In the lake, just below the water's surface, bright and colorful platforms appear with the beat but fade shortly after if the player doesn't jump on them. The player must jump on the platforms to cross the river/lake. - Sean
* glowing orbs/lights- similar to fireflies I suppose- and when the music stops, they come to a halt, and suddenly come to an explosion/burst of colors when the music kicks back in- i.e. fireworks.
i.e. musical chairs - you have to find a safe spot soon as the music stops/before it kicks back in. Furthermore- to build upon that idea- those flying lights/orbs are the only source of light, so as soon as the music stops- they stop, and lights fade off- so that visibility is limited until the explosion of colors-- which then restarts the sequence. This will force the player to be extra cautious when the music stops- i.e. forcing the player to keep in mind where each light/orb left off, so that he must avoid walking in that area. - Anthony
* Hop on a cart/train/vehicle of some sort that carries you forward. You direct the vehicle from side to side, dodging trees, going through holes in walls, doorways, other objects. Generated to beat of the music. (Think: being on a speeder racing through the forests of Endor, like in Return of the Jedi!) Maybe have multiple gaps you can choose from, but one may have a item or something you need. - Sarah
* perhaps during a journey through the ruined city one of the walls breaks down unleashing a flood of darkness. The player must then avoid obstacles in the turbulent flow of the darkness as they ride bits of flotsam through the ruins. - Cody
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