LEVEL SELECTION |
Level 1 - Metropolis |
Level 1 - View of skyline and Construction Encounter
Level 1 - Hotel Encounter - Upper Walkway
Consideration: Verticality
In Charmed! the intended pace of gameplay is rapid. The pace is defined by quick skirmishes with waves of enemies, each with a fairly low time to kill. Regardless, the waves contain numerous enemies and can become overwhelming if the player is not given affordances for evasion and repositioning. Implementation of traversable vertical constructs afford this while simultaneously enhancing visual interest.
Since each path is constructed using a finite set of tiles with a low skyline, it was necessary to limit verticality. The player has the ability to both jump, and double jump (selectable ability) to achieve verticality. Players can also grapple to enemies who may exist at a higher elevation or be airborne. Vertical access is provided through placement of props like trash cans and cars. Double jump points are awnings, providing advantageous temporary vantage points and respite to regenerate health. The walkway example shown can only be accessed fastest through double jumping but can also be achieved via enemy grappling or the staircase. This promotes ability switching and forces a trade-off between utility and combat.
Consideration: Level Streaming
Levels in Charmed! operate off of a tile based streaming system. An example of how a path like our first Green Path streams in is shown to the right. Once the player achieves an angle that eliminates the view of a tile, that tile is unloaded in layers. Simultaneously, the tile/s that should now be viewable at the new angle achieved would have finished loading in. The use of a dense haze at the end of each tile bordering an unloaded tile will aid in making sure no parts of the world are seen while loading in or out.
Consideration: Lighting
Given the overall semi-realistic stylized tone of Charmed! I began developing a lighting set that calls on the soft pink fog to be the star, much like our young female main character Felicity. Then, using the sky atmosphere and atmospheric fog I shifted to a lime green absorption, diffused it a bit with a .5 intensity light pink skylight, then cut through the fog using a low intensity white directional light with light shafts enabled at an occlusion mask of zero.
Consideration: Enemy Encounters
Aerial view of Level 1 Wave Manager Triggers