Post by leftshoe18 on Aug 19, 2014 8:31:41 GMT -6
I've got some ideas for our first stage. We've also been discussing this stage over in the "script" section of the forum.
There will be three rooms that the player can enter. Each room will be representative of an area or theme explored later in the game. I was thinking a classroom to signify the school, a funeral chapel to signify Amber's grief, and one other room that I haven't decided on yet. The place where the player begins will look something like a hospital (like SH1's Nowhere level) to foreshadow the hospital level we'll be visiting later in the game.
The gameplay goal for this section is to introduce the player to all basic functions of the game. Puzzles, item collection, and combat should all be introduced in some way here. There probably won't be a map for this section though seeing as it's going to be a fairly small tutorial level. The main objective of the player is to get on the other side of a large door that is in the room she wakes up in. There'll be three indentations in the door that match up with three items the player will collect from the accessible rooms.
The Hospital Room: This is where Amber wakes up. In this room she'll find a knife and a flashlight to get her adventuring going.
The Classroom: In this room, the player will find the first item - maybe something to represent guilt? She does feel guilty about her friend's death which was caused by bullying at school. Also in this room, the player will get a file which will contain a hint for a puzzle she's about to come across.
The Chapel: At the front of this room, there will be a closed casket. There will be a puzzle (hinted at with the classroom file) to open it up and collect the second item from inside.
The Third Room: This will be where we run across our first monster as well as the radio. After killing the monster, it will drop the final item or open something that contains the item.
As stated, all of these rooms will be connected by a hospital-like hallway which will also contain the large door that Amber needs to get behind. After getting to the other side of the door she ends up in a trap where the walls close in and crush her. The player will have control of Amber during this sequence even though there will be no way to escape it. I'm thinking that this trap should appear again in the final stage with a way to shut it off or something.
Anyways, after the trap crushes Amber the stage is over and she wakes up in her parent's car on the way to Lakeside Amusement Park.
Any map ideas, puzzle ideas, what the items could be, etc. should be placed in this thread while any story discussion pertaining to this stage should be placed in the thread in the "script" section of the forum.
There will be three rooms that the player can enter. Each room will be representative of an area or theme explored later in the game. I was thinking a classroom to signify the school, a funeral chapel to signify Amber's grief, and one other room that I haven't decided on yet. The place where the player begins will look something like a hospital (like SH1's Nowhere level) to foreshadow the hospital level we'll be visiting later in the game.
The gameplay goal for this section is to introduce the player to all basic functions of the game. Puzzles, item collection, and combat should all be introduced in some way here. There probably won't be a map for this section though seeing as it's going to be a fairly small tutorial level. The main objective of the player is to get on the other side of a large door that is in the room she wakes up in. There'll be three indentations in the door that match up with three items the player will collect from the accessible rooms.
The Hospital Room: This is where Amber wakes up. In this room she'll find a knife and a flashlight to get her adventuring going.
The Classroom: In this room, the player will find the first item - maybe something to represent guilt? She does feel guilty about her friend's death which was caused by bullying at school. Also in this room, the player will get a file which will contain a hint for a puzzle she's about to come across.
The Chapel: At the front of this room, there will be a closed casket. There will be a puzzle (hinted at with the classroom file) to open it up and collect the second item from inside.
The Third Room: This will be where we run across our first monster as well as the radio. After killing the monster, it will drop the final item or open something that contains the item.
As stated, all of these rooms will be connected by a hospital-like hallway which will also contain the large door that Amber needs to get behind. After getting to the other side of the door she ends up in a trap where the walls close in and crush her. The player will have control of Amber during this sequence even though there will be no way to escape it. I'm thinking that this trap should appear again in the final stage with a way to shut it off or something.
Anyways, after the trap crushes Amber the stage is over and she wakes up in her parent's car on the way to Lakeside Amusement Park.
Any map ideas, puzzle ideas, what the items could be, etc. should be placed in this thread while any story discussion pertaining to this stage should be placed in the thread in the "script" section of the forum.