Game World

From Time Travel Game

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What is the level structure of the game world? Is it linear, hub, spoke or sandbox with missions?
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==Overall Structure ==
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(Flowcharts can help show the flow and pacing of the game)
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http://dl.dropbox.com/u/8065597/TT%20Game%20Wiki%20Imgs/Game%20World/Game%20Structure.png
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The overarching structure of the game itself is a linear experience with players going from mission to mission as the game's story dictates..
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== Level Structure ==
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http://dl.dropbox.com/u/8065597/TT%20Game%20Wiki%20Imgs/Game%20World/Level%20Structure.png
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The individual missions and levels themselves start to provide players with some more variety in what they can do. With a typical mission at some point giving players a choice of how they can accomplish the ultimate aim of that given level.  This provides players with three ways of completing a mission:
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=== Way One ===
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By going along the through line for the mission by choosing one path, usually the easier sounding option and getting to the end as quickly as possible. This is the route for more casual and speedy players, who just want to finish the game.
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=== Way Two ===
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Similar to Way One but the player will choose the other path through the mission. This alternate paths will usually be a bit harder and are for players looking for a challenge.
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=== Way Three ===
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This is a combination of Way One and Way Two. Once players complete one of the split areas in a mission they will be given the option of going to the other path's area for a non-mission critical objective. This path will take the longest and will appeal to completionists players.
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== Area Structure ==
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http://dl.dropbox.com/u/8065597/TT%20Game%20Wiki%20Imgs/Game%20World/Area%20Structure.png
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Each individual area of a mission will also offer players who are seeking it, some variety. With a given area having any number of the following:
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=== Fact Sheets ===
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Collectable fact lists about historical time periods being visited. These collectables will give players some key information and facts about the various time periods of the game. This is a game about time travel we might as well take the opportunity to educate the players a little bit. (For the future set levels the Fact Sheets will be used to fill in the backstory and flavour of the setting)
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=== Hidden Areas ===
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Hidden Areas will usually require a mixture of skill and luck for players to find them. They will usually contain a reward along the lines of a pile of resources (ammo, weapons, etc.) or a little joke or reference to a historical joke or another game. They are a way of injecting a little bit of extra humour into the game.
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=== Souvenirs ===
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These will be odd items that the main character of the game finds appealing. He is a liker of odd things so players will have to find and collect odd items such as odd looking spoons from the future, ceremonial daggers from the past, etc. etc.
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=== Historical Finds ===
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These are collectables that P.A.T will point out to the player. These will be items of historical importance that the player will be "borrowing." Items like the Holy Grail in the medieval level with the Crusaders. Historical Finds will also be used to add more flavour and context to the various time periods of the game.
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=== Artefacts ===
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These are made up pieces of history for the player to find. They will also be used to add to the fiction of the game. For example some of the artefacts could be items left behind or forgotten by the Time Agency or their opposing force.
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=== Extra Puzzles ===
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Small optional puzzles will be featured throughout the game with the rewards for solving them being the rarer collectables.

Current revision as of 16:09, 27 April 2012

Contents

Overall Structure

Game%20Structure.png

The overarching structure of the game itself is a linear experience with players going from mission to mission as the game's story dictates..

Level Structure

Level%20Structure.png

The individual missions and levels themselves start to provide players with some more variety in what they can do. With a typical mission at some point giving players a choice of how they can accomplish the ultimate aim of that given level. This provides players with three ways of completing a mission:

Way One

By going along the through line for the mission by choosing one path, usually the easier sounding option and getting to the end as quickly as possible. This is the route for more casual and speedy players, who just want to finish the game.

Way Two

Similar to Way One but the player will choose the other path through the mission. This alternate paths will usually be a bit harder and are for players looking for a challenge.

Way Three

This is a combination of Way One and Way Two. Once players complete one of the split areas in a mission they will be given the option of going to the other path's area for a non-mission critical objective. This path will take the longest and will appeal to completionists players.

Area Structure

Area%20Structure.png

Each individual area of a mission will also offer players who are seeking it, some variety. With a given area having any number of the following:

Fact Sheets

Collectable fact lists about historical time periods being visited. These collectables will give players some key information and facts about the various time periods of the game. This is a game about time travel we might as well take the opportunity to educate the players a little bit. (For the future set levels the Fact Sheets will be used to fill in the backstory and flavour of the setting)

Hidden Areas

Hidden Areas will usually require a mixture of skill and luck for players to find them. They will usually contain a reward along the lines of a pile of resources (ammo, weapons, etc.) or a little joke or reference to a historical joke or another game. They are a way of injecting a little bit of extra humour into the game.

Souvenirs

These will be odd items that the main character of the game finds appealing. He is a liker of odd things so players will have to find and collect odd items such as odd looking spoons from the future, ceremonial daggers from the past, etc. etc.

Historical Finds

These are collectables that P.A.T will point out to the player. These will be items of historical importance that the player will be "borrowing." Items like the Holy Grail in the medieval level with the Crusaders. Historical Finds will also be used to add more flavour and context to the various time periods of the game.

Artefacts

These are made up pieces of history for the player to find. They will also be used to add to the fiction of the game. For example some of the artefacts could be items left behind or forgotten by the Time Agency or their opposing force.

Extra Puzzles

Small optional puzzles will be featured throughout the game with the rewards for solving them being the rarer collectables.

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