Level Design Document: Rikhters Thievery City Level

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 Rikhter´s Thievery City level

Transcript of Level Design Document: Rikhters Thievery City Level

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Rikhter´s Thievery

City level

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Pitch

Description:Take the letter that proves your innocence to the guard captain.

Summary:

You start outside the city walls. As you climb up and reach high altitude for the first time, you see the captain´shouse (where he should be) on top of a huge hill. The guards are already alerted as they know you have escapedfrom prison. To move up to the house, the player needs to move through streets, alleyways and houses without

being seen by guards searching the area with torches.

After you sneak your way to the captain’s house you find it empty but you hear two guards saying that the captainis taking his dog for a walk at this time. He does this at the nearby training grounds where you’ll find him inspecting

the soldiers casually while circling the grounds.

The barracks are heavily guarded and you can’t approach the captain without being caught. You need to hide in aplace where there are no cats or guards and control Roble to get the dogs attention. The dog will follow Roble and

subsequently get the captain to your hiding spot. Here, Rikhter show him the proof.

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Setting

Its night, the streets are sparsely lit up by lanterns.The city is built verticaly to still have a big city that is more linear.

The player start outside the walls of the city and as you climb up you see the

captain´s mansion high up on a mountain.

The environment is mainly dark. The color palette is composed of contrastingblues for the streets and the oranges for the inside of the houses and the

guards’ torches.

The architecture is a mix of medieval and steampunk. The houses are not sotechnologically advanced.

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Level overview

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Slum district

● Setting: 

Very poor area withbeggars, everything isdirty.

Medieval feel, lowsteampunk.

● Challenges:

The player will facemele, ranged and

spotters.Avoid patrolling guards.

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Millitary / commoners

● Setting:

Millitary and farmer area with animals.

Some steampunk thingssutch as a wind mill thatuses steam.

● Challenges:

The player will have totake out an enemy

sniper  in this area, other then that there is onlymele guards.

Avoid 1 patrolling guard.

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Marketplace

● Setting:

Marketplace area.

Small buildings aroundthe marketplace, bigger mansions around thecity walls.

Welathy people sutchas nobelmen, priests,and merchants.

Challenges:Mele and rangedguards.

Avoid 1 patrolling guard.

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Noble area

● Setting:

Welthy area with hugebuildings, church andthe captains mansion.

Everything is clean,expensive and goodlooking and quite mutchsteampunk technology.

● Challenges:

Mele, ranged andspotter guards.

Many patrolling guards.

Using Roble

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Moodboard

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Artifact list

● Rocks, mountain, trees, nightskydome

● Boxes, torches, ladders, barrels,fountain, junk, merchant booth

● Mele, ranged, sniper, spotter, cat

● Beggars, rats, birds, horses,sheep, cows

● Dialog between two guards sayingthat the captain is taking his dogfor a walk.

● Dialog when Rikhter show theguard captain the letter provingthat he is innocent.

● Fire, steam, smoke, dust

● Dripping diry water 

● Clean water for fountain

● Flies