Level Design





I decided to get serious with the design of the game. The aim of the game is to bring the Trojan Horse into BIMland, the mundane environment in which the architect works and lives. The Trojan horse starts empty, but as the player passes from level to level, he collects tools/new abilities.

1st LEVEL: the Chisel – Subtraction

The player has to subtract material from one side of the island in order to add it to the other side. The player can move freely between the sides but the trojan horse needs a flat path in order to move.

2nd LEVEL: the Veil Perspective-Puzzle

The player again moves materials, but the way he does this is from a specific point of view (marked as point of view above) that he can move objects on a 2d surface. The movement on the 2d, moves objects on the 3d, creating paths for the trojan horse to pass through this level.

3rd LEVEL: Dissection – Section – Fragments

I have thought of this level yet, but I imagine that the new ability of the architect is to be able to relate items between an interior and an exterior by making cuts. The result could be fragments that he can carry with him, or even extract it from previous levels, which might be helpful at a later stage.

I understand that creating puzzle games is not an easy task, so I ll try to focus on the first one which seems the easiest. In games, you are supposed to learn more and more from level to level. I imagine the same thing happens with when you design them….well, we’ll see!

Some very interesting games for inspiration:

In the first one, the player solves problems by moving objects. Depending on the surface that you are placing them, they become larger or smaller in scale.

In this one, the player controls the character in 2D, but by moving the camera in 3D, he creates new relationships in space. And of course, we will always have Monument Valley!

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