Skip to main content

Game Design Project: Entry 8 - Prototype development

 For the project I decided to showcase the tools functionality and level design in DungeoNeer through a 3D animation. The walk through will start from the beginning of a run when the player spawns and collects their random set of tools and equipment from the bench. 

The below image is a render showing the bench with all the tools that the player gets to start the run with. This was rendered with Cycles which is a physical based render engine that used raytracing, but this may not be a feasible option for rendering the whole prototype as a single frame in Cycles can take upwards of 60s to render on my PC. 


Some key game mechanics that I wish to show off in the prototype are : 

Multiple runs within a single cycle and letting the player see the changes to the game world 

Traversing through ventilation ducts

 Climbing over and walking across pipes

Sneaking around enemies and using ranged weapons

Show the DIM Scanner in action

Show the electrical puzzle mini game

Some examples of environmental puzzle solving- moving around crates, creating paths to walk across or climb over etc

This seems too ambitious but atleast a few of these will be present in the prototype video. There are a few free 3D assets available that will be used for the environment. 

Popular posts from this blog

Game Design Project : Entry 9 - Level Design through Procedural Generation

 Level Design is the most important screw that holds DungeoNeer together. As a roguelite game the player gets a randomized set of tools and equipment at the start of each run. As they progress through the dungeon they can collect materials and other components to craft more tools that would allow them to access previously inaccessible areas. The game is primarily a stealth game (with action and combat elements), so the levels have to be intricately designed to allow players to sneak past the enemies and obstacles, however they choose to. Since the player may not have access to some of the pathways due to them not having the right tool to open a vent or a locked door that requires a keycard; the levels have to be constructed in such a way that there is always a way for the player to progress regardless of what loadout they start with. So, in essence the game doesn't fully halt the players progress, it merely slows down and restricts the player's passage through that path tempora...