Filip Nilsson

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The objective of the game is to delivering advertisement pamphlets by mail to people who don't want it. The player must travers a small neighbourhood and deliver several pamphlets right to peoples’ doorsteps. The way there is somewhat hazardous, with dogs and robot mowers in the way.

The game looks and plays like a classic Zelda game. The player can walk in eight directions, talk to NPCs and must complete missions for them to progress.

As I am planning to use a lot of the assets and behaviours from this game in a larger project I am working on, everything will take place in one level. The player can walk around and is only limited by "hard gates". For example, will a street be blocked by a police car, which can be moved if the player helps a suspicious individual in the neighbourhood.

Because I want to use the assets later, the world is built to be flexible. The world consists of several sectors. These are one screen in Zelda games. Each sector also holds a set number of squares. To continue the analogy with Zelda, Link takes up one square in the classic games. Each square has a list of possible assets it can hold, for example a hedge or a mailbox. The parameters of the world can be changed and everything within it will follow. If the world scales, the assets will follow and I won’t have to align everything again. By building the world this way I hope it will save time when the detail designing of the level starts.

 

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Each number represents a sector. The lines between them divides the NavMesh, with confines NPCs to one sector.

 

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The parameters for the game world.

 

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Each square's content can be changed.

 

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Sector one with empty squares.

 

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Sector one with some squares with hedges.

 

 

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Sounds like a great idea for a game. Have you considered using a 3rd-party level editor? It might make designing levels easier.

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4 hours ago, One8Two8 said:

Sounds like a great idea for a game. Have you considered using a 3rd-party level editor? It might make designing levels easier.

The larger game am working on demands that the world can be altered by the player. I am not sure that if I use a 3rd-party level editor, that this will be possible.

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