Deep Down: Unterschied zwischen den Versionen

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==Level Design==
==Level Design==
Beschreibung des/der Game Level(s) mit einem annotierten Level Diagramm und optionaler textueller Beschreibung.
''Beschreibung des/der Game Level(s) mit einem annotierten Level Diagramm und optionaler textueller Beschreibung.''
 
 
The level represents an underwater hill with one main path and several side paths. The player will progress upwards for the entire level if he/she stays on the main path. To increase the difficulty, the level is divided into three areas of humanities history – Past, Present and Future.
 
'''Paths:'''
 
There will be one big main path throughout the entire level. To make the level more exciting to explore the player will be able to see some items somewhere apart from the main path without the possibility of reaching them at this point. Later on in the level the player can take side paths to reach the item he/she could see before.
 
'''Progression:'''
 
The level offers three areas with increasing difficulty, which are separated by two roadblocks. To progress through the level areas a certain number of artifacts per area must be found before the roadblocks can be removed to enter the new area. The artifacts, as well as some light sources, can be found all over the map on the main or side paths.
 
'''Spawn Points:'''
 
In case of character death, the player will be reset to one of the three existing spawn points depending on the player’s current position in the game. Spawn point for the past area is the starting position, for the present area it is the first roadblock and for the future area it is the second roadblock.
 
'''Level Areas:'''
 
* Past Area: The past area introduces the possibility to collect artifacts and light sources, as well as the necessity to explore the side paths for further items to move the first roadblock. The side paths in this area are the easiest ones with a dead end which makes you return to the exact same position on the main path you were before.
* Present Area: This area introduces one-way-loop side paths which connect two positions on the main path and can only be entered from one side. The side paths have junctions now, as well.
* Future Area: In this area the player has to combine his knowledge about the different side paths to choose the best route trough the area. There will be a lot of one-way-paths to create confusion.
 
==Story==
==Story==
Beschreibung der Story des Spiels in mindestens 100 Wörtern.
Beschreibung der Story des Spiels in mindestens 100 Wörtern.