Friday, December 23, 2011

Development Log: The Sacrifice - Part III: 1st Half of Level 2


After making an alpha or proof-of-concept of level 1, I decided to dive right into level 2.

To separate the look of each level, I've decided to make each have a certain color scheme and theme.  So while the first level was mostly wood with hints of marble, this level would be mostly marble, with hints of red.
The red being blood and fire.
Level 2 naturally flowed from the idea of ending level 1 in a secret chamber, where imps came out, so I decided to make level 2 a fortress made and run by imps.  The majority of the enemies here are imps, although demons, spectres, and both kinds of humans make appearances.

I am also thinking of making Barons of Hell be the boss of this level, to create a hierarchy of demons that reign in Hell.  Imps are the peasants of Hell, and Barons are, well, the barons.

Since we have a full fortress here, rather than just a church, the level is a lot bigger, and being only about 60% done, it's already much larger than level 1.

Everything so far except the really long stairs, which you can see beginning at the bottom.  If I showed that, there would be no detail in this pic at all.
But then I had to consider, what is it a fortress of?  What could it be protecting, or damming?  I decided upon the storyline that the fortress acts as a gateway between Hell and Earth.

The devil-worshipping cultists, then, while having stumbled upon something great, are still small fries.  Their only connection to Hell is the fortress, and they think Imps are a big deal.

But enough of this backstory; it doesn't come out much so far in the grand scheme of things, especially when you're playing moment-to-moment.

So the player begins by going down a very long stairwell that ends in the main circular hallway of the fortress.  There are bodies at the top of the stairs where previous cultists have gone, only to be killed immediately upon entering the unholy place.

Most of the doors require keys, but one room does not.  It is a dining room.  Or perhaps it is dinner theatre, since two men are standing on a table fighting each other when you enter. 

I pretty much ripped this right out of King's Quest: Mask of Eternity.  I have no shame.
Of course, the place goes nuts when you walk in, and everyone tries to kill you.  My hope is that, if timed right, one of the two men on the table will shoot the other one in the attempt to shoot you, and it will appear as though they were fighting each other all along.  I've been trying to use the AI to the best of my ability to create these set pieces.

Also in the dining room is a body roasting in a pit, on what is the closest DOOM offers to a spit.  This is also right by a pile of bodies, showing that imps use the sacrifices given from above as meals.  There is also a shaft nearby that the player can't see quite yet, and I would like to incorporate the shaft back into the first level, or perhaps the third, so the player can see where the bodies are dumped.

"Sorry, sir, lobster is not on the menu today."
There are also planted trees which are mostly rotten scattered in the walls.

Just past the dining hall is a torture room with a viewing area.  Although there are imps watching the torture show when you walk in the dining hall, the player probably won't see them because they hear the commotion and come running.  I've tried to block the sound so the imps don't notice until you come up to them, but the effect is more cheesy than anything, so I left it with only the implication of a viewing spot.

Although I suppose you need those little binoculars to see from the balcony.
In the torture room there are both demons and humans, all kept in separate cages, except for the center cage where demons and humans have deathmatches.  This also gives off the suggestion that Demons are wild creatures in Hell, not nearly as smart as the humanoid Imps are.

There is a secret chamber in the torture room where confiscated weapons are kept, so the player can stock up.  The torture room is meant more as a bonus area than as a necessary area to go.

There are a few more extra areas that provide some depth to the story.  One is the shaft I mentioned before, where bodies pile up, and the player can reach a previously seen but unreachable armor.

You were supposed to be one of these.
There is also a room that has a couple of imps in it, and a second, smaller room next to it with a chainsaw.  If you look carefully you see papers on a desk.

This is actually the head landscaper's office, and he has both his own planted tree and a few bottles of water (Health pickups) to it.  As well, the walls in the hallway outside his office are crawling with ivy.  I hope that this is obvious, and if not, it at least appears to be an office of some kind.

Even Hell has paperwork.  That's why it's Hell.
Past that hallway is another torture room, but apart from the rowdiness of the main torture room or the dinner theatre is a room for more private affairs, where one or two imps can get up close and personal with their victim.

This room is being renovated, however, with a new tree being planted in the wall.  There is a tree in a pot, and a step ladder to climb up, as well as a couple of imps working to get it in the wall.

Past the tree the player will discover a network of tunnels where Demons and Spectres roam free.  The player can walk behind the walls to see the dining room from a new angle, as well as find a body of a man who was hiding there.

I am considering making the cave system much larger and maze-like, perhaps with bonus detours that can lead the player to some nice loot or cute vignettes.  Perhaps the landscapers have their own little hangout here.

A very very dark cave.  Going for as much of a natural lighting feel as possible.
Eventually beyond the cave system the player will come to a place where a second tree is being planted in another huge hall.  The player can pick up a blue key here, and find his way back to the main circular hallway.

There is also a hall that connects the rectangular hall and the private torture room, with a hidden backpack.  This is the "proper" way to go, but if the player went this way, they would see the blue key and be unable to reach it.

"How do I get up there?"
After coming back to the main hall, the player can use the blue key to open another door, leading to self-immolation chambers which mimic the cultists' similar chambers in the previous level.  This is meant to provide some continuity and show that the cultists get their ideas of Hell straight from this fortress.

This is where I am, at the moment.  I have a whole other section to complete.  I've been trying to come up with some new features that seem fresh and interesting, instead of mirroring the other side of the level.  I am considering keeping with the self-immolation theme and saying that this wing of the fortress is meant for imps to torture themselves.

After that wing, the player will come back out in the rectangular hall again, and back into the circular room.  The player will then be able to open up the center circle and find a throne room which will have a Baron or two, and a red key, which the player will use to get out of the fortress, going back up the stairs the way he came.

Overall, so far, level 2 seems to be working out much better than level 1.  Not just for the detailing and the size, but for the challenge as well, due to the fact that the set pieces don't get in the way of a fair fight.  It's extremely tough, but possible if you have a good strategy, and you don't feel trapped at any point.

No comments:

Post a Comment