Summer DIGM 540 - Game Plot Design

Overview

    This week, most of my time was spent perfecting the story design of the game. Currently, I have developed more complex concepts for the game's storyline and level design. In addition, in order to match the designed story plot and levels, I have a direction for my next game implementation.

Game Plot Design

    To begin with, in my previous discussion on the game plot blog, I highlighted the connection of this game to various stages of life, with the levels designed to encompass distinct age groups. In my earlier blog posts, I outlined my intention to incorporate 10 levels, each spanning a decade of life. However, upon further consideration, I've come to recognize that certain ten-year intervals might not exhibit substantial differences.

    As a result, I've revised the plan to encompass 6 levels, each corresponding to pivotal life stages: childhood (0-10 years old), teenage years (11-20 years old), young adulthood (21-30 years old), middle age (31-50 years old), senior years (51-80 years old), and the twilight years (age 81 and beyond). And each level will have a name, and will no longer use "level 1,2,3,4,...." for naming.

Level titled "Innocence" - childhood (ages 0-10)
    At this level, the maze design will be more straightforward, and the illumination coverage of the light source will be expanded. This particular design aims to create an environment where players can acquaint themselves with the game mechanics and embark on their exploration just as a child would during their early years. If feasible, gentle melodies could be incorporated into the background music to further enrich the atmospheric experience.

Level titled "Turbulence" - teenage years (11-20 years old)
    Within this level, the maze's complexity will escalate. Furthermore, the illumination emanating from the light source will commence flickering intermittently, occasionally causing slight shifts in relation to the character itself. This particular design element is intended to mirror the inherent uncertainty of this specific age bracket. Additionally, the background music selection will consist of somber melodies to enhance the ambiance.

Level titled "Crossroads" - young adulthood (21-30 years old)
    Within this level, the maze's pathways will begin to feature numerous diverging forks. Despite the game's final destination being visible, the maze's layout should imbue players with the perception that each fork presents a distinct route requiring a choice. This design aims to symbolize the varied decisions characteristic of this life stage, each leading us to different destinations and influencing our journey.

Level titled "Reflections" - middle age (31-50 years old)
    At this level, my initial approach involves incorporating additional dead ends within the maze, along with multiple changes to the exit's location (the exit will only alter location once after interacting with other levels). This particular design serves as a metaphor for contemplating past decisions. Moreover, the light emitted by the light source will subtly expand, symbolizing the broadening of one's perspective as life unfolds.

Level titled "Insight" - senior years (51-80 years old)
    At this level, my intention is to enhance the visibility of the maze, while still requiring the assistance of the light source to fully perceive the entire layout. Simultaneously, as a consequence of this dynamic, when is in countdown mode, the character's movement speed will gradually decrease. The underlying purpose of this design is to embody the wisdom characterizing this particular life stage (illustrating that the maze can be vaguely considered, even without relying solely on the light source) and emphasize that the closer to the end of this life stage, the gradual decline in bodily functions begins.

Level titled "Legacy" - twilight years (age 81 and beyond)
    In my present design, this level will serve as the game's conclusion. The previously obstructed black sections of the maze will adopt a translucent quality. While the light source remains essential to complete the level, owing to body limitations (manifested in slower gameplay and lower jumping capabilities), certain pathways that appear to be closer proximity cannot be jumped up to it. Consequently, players will need to opt for longer routes to reach the finale, symbolizing life's ultimate endpoint.

Additional Thoughts

    Indeed, beyond the maze layout, utilization of light sources, and fine-tuning of game character attributes to complement the narrative, I aim to incorporate additional elements. For instance, I plan to introduce certain challenges within the maze to symbolize unexpected life events. Furthermore, in instances of prolonged disorientation, guidance will emerge—symbolizing the presence of friends, family members, or mentors offering direction to the player.

Current Game Link

    https://0maple0.itch.io/lights-alpha

Next Week

    As the storyline has now taken form, I will begin the process of maze design in the upcoming week. Moreover, I need to implement certain adjustments to my existing game mechanics, including modifications to light sources, character movement speed and jump power, and other aspects I just mentioned.

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