The rooms and halls are constructed so the player learns how to play without use of hand-holding words or instruction. Through this, players won't be incredibly challenged, but able to go through a few trials to learn how to play the game and take up its mechanics.
First Rough:
Second Run:
I originally had this idea where the character would be a knight who was stationed in a watchtower in an abandoned church, in which he is asleep. Upon the sound of a sudden signal, he is alerted, and an antagonistic character breaks in and smashes the floor out from under him. The knight is then tasked to traverse the church while it's falling apart, learning that the antagonistic character was after an artifact hidden in the church, to which the knight pursues. At a sudden twist of fate, the evildoer is then learned to be a minion of a powerful evil wizard who wants to use the artifact to destroy the kingdom, towards which the player much confront him through a long perilous quest.
The time setting I was aiming for was probably a medieval age, or perhaps somewhere near the end of the Dark Ages, when modernization began to take form, and the crude medieval times slowly began to fade out. This would take place in one final gesture to keep the medieval ways and fight against the destiny of the modern day. This would take place during the evening, as the knight would be asleep after a long day of being a watch guard, and the time of year would probably be autumn to keep a cold yet crisp atmosphere.
The architecture would have to be like an older fashioned church, where unlike most Renaissance cathedrals had fanciful architecture, this one was very run-down, and old. Compromised mostly of wood and stone, followed by a few stained glass windows (entry point for enemies raiding the church), and some armories for the watch guards.
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