Design Team Devlog 1



Beck's Work:
I created a level map with a basic layout of the castle in Unreal. I also created a first draft of the second level of the game. Basic wall layout of the walls based off of the sketch that Riley had done. Unsure if the size is correct.
William's Work:
I created a document laying out how the guards should behave, and what types of guards and security can be found in the game.
Bodie's Work:
Story elements fleshed out for the prince, two idiot guards, and finished marabell. Got the journey doc up and running, wrote out the first level. Kept things relatively organized, spoke with the other teams about their relative issues/concerns/questions
Patricio's Work:
My task was to ensure that the wall and furniture meshes adhered to the 3 x 3 grid the art team was set with the correct scale. As a secondary task, I had to ensure that the pivots were correctly positioned for use in the game maps. (Not much this week :( -sorry- )
I have to fix some pivots that are not in the corners of the meshes.
Mateo's Work:
To be updated
Riley's Work:
Here is the new level layout, we added more water to include more opportunity for the "Swimming Guards" mechanic. I added a red, yellow and green path to show the player path and what stage they are at. Red is when the start the level, where you start by climbing a downed tree and jumping into the garden, till they find a way to drop the drawbridge (I was imaging a signal torch or something similar). The Yellow is for sneaking back into the castle to find the prince (the current plan is that he is hiding in the kitchen). Which leads to the Green where you walk out of the now opened front gate. For a garden section, links to the door to the study, has bridges that go over the river that cuts through the garden area, covered in hedges to make walls, has a fountain area to "ring-around-a-rosey" a guard if need be.
Purple's Work:
For what I did this week, I mainly set up a outline for what the Fourth and Final day of the game is supposed to be. I set up the basic outline for the level, including an introductory briefing by the two guards that help our player out. I also set up what the basic plan/gameplay flow for the level will consist of, and showed how the player can complete their goals, and how the visual aspects of the level will show them the direction to the ending of the level.
Fourth Level (Marriage Time)
The player starts out at the front of the closed castle gates once again. The same two guards are standing there, and Marabell asks about the prince. The guards open the gate up and seem very chipper today.
G1-”The Prince is getting married today! It was arranged by the king, and everyone’s come today to see it!”
G2-”Yup! And the king told us to take a very watchful eye over the gate. It’s a shame that we can’t really see the wedding. Oh! You must go inside quickly and see it for yourself!”
As Marabell goes inside the gates, she already sees the front door and drawbridge down, and she must make her way towards the chapel.
Chapel- The Chapel is a very crowded area that the player must navigate. It’s a lot more open, and extremely stealthy without very many items to knock people unconscious. Before the player gets to the Chapel, they must get through the garden for a brief moment where most guards are relaxing and not on edge. The prince is currently too occupied for Marabell to get to the prince first without being caught, so the player must try and find the room the bride’s being held at, and knock her out to replace her. After doing so, the player can freely walk into the main room of the chapel to marry the prince yourself, and crash the arranged marriage!
- Prince is in the Main Chapel room
- Must be stealthy getting into the Brides room
- Steal her dress to get into the Main Chapel room
- Marry the Prince!
Date the Prince
More posts
- Coding Team Devlog 14 days ago
- Art Team Devlog 14 days ago
Leave a comment
Log in with itch.io to leave a comment.