Level Design – Start to Alpha, Brink of Ruin

Well met!

Well, actually this isn’t Hearthstone. But I do bring you another snippet from a pleasurable game I had previously worked on, Brink of Ruin. If you were a fan of how we broke down Seagulls, you might like a snippet of some of the images describing the level layouts for Brink of Ruin!

 

Early Design

https://docs.google.com/document/d/16qjJ_3icWM1Jt03bfavOLDtKro-H1LTmxZpVsnn93Yw/edit?usp=sharing

 

Concept / First Iteration

https://docs.google.com/document/d/1dmSRBBLvQ1jVt0eR25XvoQGDcxJ3DZkJ4LYotjxizkw/edit?usp=sharing

 

Early Alpha

https://docs.google.com/document/d/1a5E13Q-caveHla7bIoBS2uSW9sP8kLZnU9dHvIJ0Ydk/edit?usp=sharing

 

Here’s another cool snippet of the design to come on our Forest level copied from our Game Design Document:

Environmental Mechanics

  • Falling Platforms (forest)- Tree-top leafs connected in hexagonal shapes may be knocked out by certain boss attacks, causing the player to take damage and fall outside of attack range to a lower layer.

image39

Figure 2.0 – a design draft of the ‘falling leaves’ mechanic. Leafs function as platforms, collision based off of invisible connected hexagons, that when hit by certain boss attacks, fall to a lower level of the stage. Players make climb the ramp back up, or have allies break pods that contain ‘vines’ teammates can climb back up on for a limited time. Boss is located in the center of the stage.

 

 

 

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