World Mechanics - syddyd/Tree-Platformer GitHub Wiki
About this Section
ℹ This section focuses solely on creating an enticing and immersive world environment. It can involve several important aspects:
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Technical World Structure:
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World Streaming vs. Loading Screens: Deciding whether the game world is a continuously streamed environment or segmented with loading screens is crucial. Streaming worlds offer a seamless experience, where different parts of the world load dynamically as the player moves, enhancing immersion. In contrast, loading screens can be used to separate distinct areas or levels but may disrupt the flow of gameplay.
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Open World vs. Structured Access: The game can be designed as an open world (sandbox style), where players can explore freely from the start, or have a more structured approach, where certain areas are unlocked as the player progresses. The choice here affects how players interact with the game world and can dictate the pace and style of the game.
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Linear vs. Non-linear Progression: The game could be designed with a linear progression, where players move through the world or levels in a predefined sequence, or it could offer non-linear progression, where players have the choice to explore and progress through different areas in an order of their choosing. This decision impacts the narrative structure and player agency.
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Level Structure and Progression: The structure of levels and how they are unlocked plays a significant role. This could be a traditional linear model, a branching structure where player choices determine the next accessible level, or even a pyramid-like structure where players start at a single point and progressively have more choices. The design can influence the replayability and player engagement, as it dictates how the game unfolds for the player.
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A non-linear level structure
graph TD A[Start - Level 1] --> B[Level 2] A --> C[Level 3] B --> D[Level 4] B --> E[Level 5] C --> F[Level 6] C --> G[Level 7] D --> H[Level 8] E --> I[Level 9] F --> J[Level 10 - End] G --> J H --> J I --> J
graph TD L1(Level 1) L1 --> L2_1(Level 2 - 1) L1 --> L2_2(Level 2 - 2) L2_1 --> L3_1(Level 3 - 1) L2_1 --> L3_2(Level 3 - 2) L2_2 --> L3_3(Level 3 - 3) L2_2 --> L3_4(Level 3 - 4) L3_1 --> L4_1(Level 4 - 1) L3_1 --> L4_2(Level 4 - 2) L3_2 --> L4_3(Level 4 - 3) L3_2 --> L4_4(Level 4 - 4) L3_3 --> L4_5(Level 4 - 5) L3_3 --> L4_6(Level 4 - 6) L3_4 --> L4_7(Level 4 - 7) L3_4 --> L4_8(Level 4 - 8)
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A pyramid-like level structure ⬆
Each of these aspects of the technical world structure has implications for the game's design, performance, and player experience. The choice between a naturally streaming world and one with loading screens, the degree of freedom in exploration, and the level progression system must align with the game's overall design philosophy, narrative structure, and technical capabilities. These decisions shape how players interact with and perceive the game world, making them fundamental to the game's success.
- Environment Creation: The primary step is designing varied and detailed environments. This includes crafting diverse terrains and landscapes such as forests, deserts, mountains, and urban settings. Each area should have its unique aesthetic and feel to contribute to the overall atmosphere of the game.
- Biome Design: Different biomes provide varied gameplay experiences and visual diversity. Designing biomes involves considering ecological aspects like flora and fauna, terrain types, and climate conditions. Each biome should offer unique opportunities and challenges to the player.
- Geographical Features: Incorporating geographical elements like mountains, rivers, lakes, and valleys is crucial. These features not only add to the visual appeal but also influence gameplay, such as providing natural barriers, resources, or hazards.
- Weather Systems: Implementing dynamic weather systems adds realism and immersion. Weather can affect gameplay, visibility, and player strategy. It also contributes to the emotional tone, with sunny days feeling vastly different from stormy nights.
- Architecture and Infrastructure: Designing buildings, cities, and other structures involves considering the game's historical and cultural context. The architecture should reflect the world's backstory and societal structures. This includes not only external designs but also internal layouts, contributing to the game's narrative and aesthetics.
- Interior Design: Interior spaces such as houses, dungeons, and temples must be carefully crafted. These areas often play key roles in storytelling and gameplay, so their design should be both aesthetically pleasing and functionally relevant to the game's objectives.
- Artistic Direction: Choosing an art style for the game world is a significant decision. This includes color schemes, textures, and overall visual design, which should be consistent throughout the game to maintain immersion. The art style should reflect the game's theme and mood.
- Map Organization and History: The arrangement of environments and structures on the world map should be logical and reflect the world's history. This can involve creating a backstory that explains the placement of cities, natural features, and other key locations, making the world feel lived-in and authentic.
- Technical Considerations: Balancing artistic vision with technical limitations is crucial. This includes determining graphic specs for performance and ensuring that the world design is feasible within the game's engine and hardware capabilities.
Overall, world design in game development is about creating a cohesive, visually stunning, and engaging environment that enhances the gameplay experience and immerses players into the game's universe.
This is a metroidvania style game with utility gated exploration and guided non linear progression. This means that the player will have several permanent upgrades available to them throughout the game that allow them to interact with the map in different ways and progress. Power and abilities are directly connected to the payers connection to the environment. We should give the player temporary work arounds for some areas, and then give them the permanent upgrade.
- A good metroidvania should make the player feel like the master of the world you designed (by late game of course)
- Many souls games function as metroidvanias
- Should allow for mobility but use man-man tech
- Springs
- Ziplines
- Look at Graveyard keeper
- Player could save by finding a spiritual resting place, where they would maybe find a special plant that heals their ills
- Parallax scrolling
- Elden ring quest formula where characters share their story and mention something vague you should investigate.
- Journal mechanic makes note of quest hint next to the notes about that NPC, so it's not directly a quest but something the player might have interest over
- Journal works to note key information about the NPCs, enemies, and environments you encounter
- It can update depending on x amount of times you've interacted with the subject
- It can also note quest hints for the player
- Can gain XP by studying Murals?