Thursday, 21 February 2013

XB3001 GAMES PROPOSAL #20: Preproduction Stage 6- Objectives and Obstacles

This is the sixth of a series of eight posts detailing the preproduction process of my own level. This one focuses on the Objectives and Obstacles stage.

Pretty self-explanatory: Objectives are what the player must do, Obstacles are the things in their way
The following is a list of ideas for these two criteria that could work in my own level. Some did not make it into the final product.

Player Actions:
Basic UDK gameplay functionality
Combat/ Shooting (once weapon has been found)

Main Objective: Proceed to the end of the level/ pass the entity’s judgement
Sequential Objectives: Complete one of two objectives in each ‘room’ to proceed to the next
Each room’s objectives are always different, but there are always 2 options
Types of Objectives include:

  • Choose a path
  • Defeat a certain enemy
  • Solve puzzle in a particular way


  • ‘Right’ vs Easy options
  • Morally ambiguous
  • Sadistic Choice?


  • Fairly simple in design and implementation
  • Interaction with objects achieved through movement and collision
  • Block/ object moving
  • Timing
  • Stepping on Key coded switches
  • Memory 


  • Weak and Strong Enemy combo
  • Hostile enemy spawning after a docile enemy is defeated
  • 2 docile enemies, 1 of which must be killed to proceed


  • Moving platforms
  • Pitfalls
  • ‘Invisible’ Maze

The next Preproduction stage is Focal Points.

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