Friday, May 4, 2012

Full Moon Run



Full Moon run is an Action "Racer" in which you controlled a rampaging werewolf as it speeds along the moonlit landscape destroying everything in it's path. The game was scored based on time it took to complete as well as objects destroyed, with a multiplier given when multiple objects are destroyed within a a certain amount of time from each other. The player moved as three tiers of speed, which took time to accelerate to. The obstacle were tiered as well, and if the player hits an object tiered higher than it's current speed, the player stops completely and takes damage. The player could turn normally but could also "drift" which turned faster in order to access secret paths and for advanced manuvers.




This game was very design intensive. We decided early on that there will be only one level, and the goal was to make it long, detailed, and given the score system, replayable. The level was divided into sections with different themes. A farm, a forest, a cave, a mountain pass, and finally a populated village. We wanted each section to feel like it had a increased difficulty. The farm was the intro section. The Player is given plenty of space to build up speed, and there are no obstacles that can slow the player down.

Level design for this game involved a lot of trial and error, reiterating and tweaking turns until a polished final design was agreed on. Trying to get a level to feel smooth for our racing werewolf "performance". The forest is a branching section of track that has many options for going through it, some obvious, some less so, some fast, some slow but with many chances for points and power ups.

The cave was when things ramped up in difficulty. Very high tier obstacles are placed but the paths are very wide, and avoiding them is very easy if you feel you cannot hit them.

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