Exodus: Unterschied zwischen den Versionen

1.203 Bytes hinzugefügt ,  26. März 2023
level design
(level design)
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==Level Design==
==Level Design==
Beschreibung des/der Game Level(s) mit einem annotierten Level Diagramm und optionaler textuelle Beschreibung.
'''Look and feel'''
 
The game is set in an underground facility for research about different dimensions which has just undergone a massive explosion resulting into two realities merging into one. The artistic design of the map is therefore destroyed and glitchy and yet you can still see the sterile look of a generously funded facility.
 
 
'''Functionality'''
 
In the game you will explore the many rooms of the facility by walking from one room to the other. The hallways are complex, overwhelmingly winded and filled with monsters, so the player has to be guided by the instructions of the man behind a walkie talkie. There are no jump ‘n‘ runs or puzzles to solve, the actions of the player are limited to walking, running and interacting with items. The areas are spacious and conveniently furnished to provide room for hiding and fleeing from the glitchy monsters.
 
 
'''The map'''
 
The player starts inside the portal room which has recently experienced an explosion. He is instructed via walkie-talkie to quickly locate a key card that is likely situated in a room on the opposite end of the building. The player navigates through various areas including the med bay, cafeteria, electrical room, communication room, and storage room before finally reaching the admin area where the key card is located.
 
<gallery>
<gallery>
Datei:SideRoom.png|Side Room Blue Print
Datei:SideRoom.png|Side Room Blue Print
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