FANTa Friday - Concept Phase Review, part 3: Putting it all together
Welcome to another [FANTa Friday]. The votes have been tallied and the winner is a Sky themed dungeon. Today, we’ll gather up the overall concepts we’ll be incorporating into our level design. This also marks the end of the Concept Phase Review. Next week we’ll begin on the Design Phase.
Visually speaking, we should plan for a lot of clouds, bird visuals, and airy architecture. Think of architecture like the Moon Door from the Eyrie in A Song of Ice and Fire - gravity makes going down easy and going up difficult. The natural theme of “ascension” plays very nicely with the concept of a sky-themed dungeon. We start low and work our way up to the boss. We need to accentuate this with architecture that allows the players to see where they should be going. This means open floor plans and clearly visible other parts of the tower. There should be more pillars instead of solid walls, open windows instead of closed, and the very real possibility of falling.
The theme of a sky dungeon also lends itself well to the final boss being some sort of dragon. It’s visually very distinct as well - the dragon circles the final wing of the dungeon that remains just out of reach until the player opens it with the mechanics earned throughout the dungeon. The player will be able to spot it from a distance, which builds anticipation for the coming climactic battle.
We are currently planning four dungeon wings (including the final boss wing), which naturally lends itself to a couple of different potential layouts, like so:
This layout gives the player the most freedom to explore. Each wing of the dungeon would need some way to traverse to another wing, and the added benefit here is that moving from A to B isn’t necessarily the same as going from C to B, meaning that approaches from different directions can be rewarded, especially if some of these means of traversal are also gated by traversal mechanics.
A second option is a more diamond-shaped structure:
This is a bit more linear, but it also gives players a better baseline for establishing expectations. We gate areas B and C behind the mechanic earned in area A, which can function as a tutorial to the dungeon. This conveys a feeling of “opening up” the remainder of the dungeon to the player, which usually establishes a sense of accomplishment if the task doesn’t feel trivial.
One core design concept we absolutely need to emphasize is the idea of verticality and height. Humans don’t usually think in three dimensions because moving up and down is difficult - we have to use things like elevators, stairs, ladders, or balloons to do it. As such, we aren’t trained to look up and down when we enter a new area, we look around. However, with a sky-themed dungeon, we need to train players to expect it - it’s what makes a sky themed dungeon different than another dungeon with a skybox. We need to craft the visuals to draw the eye upward and downward toward elements of interest in order to entice the player to get to these places. This means crafting obvious points of interest just inside the sight line, but specifically above or below the horizontal.
To recap, here are our major concepts for this dungeon:
Verticality in architecture and elements of visual interest
Emphasize a sense of openness and visibility. No thick walls or tiny windows.
Show the player places of interest that they will be able to reach later. Show the boss early on, but gate it from the player by the mechanics
Encourage the player to think in terms of Up and Down (Place obvious elements of interest above or below the horizontal, but still within sight)
When you’re coming up with a level design, you need to establish your main concepts first. These will inform the individual and specific decisions you make when creating the details and keep the overall vision consistent. If things get ambiguous, the core concepts provide an important overall direction for the dungeon. This helps keep us from getting into the weeds when we’re focusing on those specific implementation details and remember what the central theme of the level is.
Next week, we’ll begin the design phase, where we start using these concepts to begin designing the individual elements of the dungeon.
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