Wednesday, 19 October 2011

The Blue Print of the Map and the Gameplay Mechanics

Time to get rocking on the game level and map design. The gameplay mechanics, lets say... this is not a fighting game, nor a shooting game, RPG yes.

The game is something familliar to the game 'Harvest Moon' where you walks arround raising your farm or talks to npcs in town. But theres another key element instead of living your live, you'll be playing as 'Lost'; so you need to try and gain your memories back through daily lifes and events. There wont be much fighting in this game which are replaced with puzzles that allows the player to move their brains and think.

What to do when you get lost while playing? Well... Getting your memories back isn't just your main objective in this game. You may also get friendly with the villagers, get close with 'Stone', helps 'Kuma' grow up then either choose to make him stay or help him found his family back in the forest and events which ocours randomly during the game.


 
Here is a sketch of the blue print outline of the map, it may be hard to understand as it is incomplete and filled with circles.


 
And here we have a detailed blue print discribing each location and outlineing the boarder and objects.

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