The visual style I'd like to emulate, or take inspiration from, is Kingdom Hearts. I felt the style of art from the series would best fit my map's layout and idea.
For my color palette, I wanted to go with a similar one to KH II's, so I picked a muted prismatic palette with brighter versions for the pickups/focal points
Theme:
Cuckoo clock (obviously)
Location: On/in a cuckoo clock
Time of Day: Middle/afternoon
VISUAL TRADEMARK(S):
-Giant cuckoo clock
-moving pawns
-giant bird will pop out
-shape of map
STORYBOARDS:
Some questions the audience might be thinking about as they play the level would be:
Where am I?
Is this a giant cuckoo clock?
Can I go through those doors?
Will a bird or something like it pop out eventually?
Can I go inside the clock?
Can I reach the upper balcony?
7 sentence story:
Intro: Begin level on lower balcony with pickups in the center. Mainly Player vs. Player
Rising conflict: Pawns will emerge from the doors that players cannot enter. Player vs. Player and Player vs. Environment (moving hazards)
--pawns will eventually move hammers, providing another form of moving hazards
Climax: Bird will shoot out from large double doors on lower half after a few minutes of play, and is an unavoidable hazard if close enough to it.
Denouement (end) : Last player standing wins game
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