Template:Level Breakdown: Difference between revisions

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== The Story So Far ==
a BRIEF summary of what has happened to get Joe to this point


== Story Beats / Script Notes ==
Key story beats to be delivered in this scene (the pieces of story and dialog that MUST be present)
== Tutorialisation In Level ==
Any tutorialisation that needs to be considered in the level flow
== Location ==
An overview of the location, POIs, scale, vibe, anything important that will affect gameplay style or level flow
== Player Path ==
Player path - where possible detail the player path (this may be more freeform and up to the designer depending on the level)
== NPCs ==
Enemy NPCs, how many, where? anything unique we need to know about them or how they behave?
== Critical Game Objects ==
Critical Mission objects, devices, data files, data points, NPC profiles - any that are integral to the script and game flow (there will be many that are added by designers, but this is just capturing the integral requirements of the scene)
== Critical Convos ==
Critical Convos - anything that MUST be said to advance the story or delivery critical info
== Critical Pop Ups ==
Models, notifications that are story critical.
== Critical Gameplay ==
Vents, hacking puzzles and level objectives - everything that is integral to the script and flow (the designers may add more but we should try and capture the must haves here)
== Network ==
Networks - what does this scene require?
== Doors ==
Door Systems - what zones will be utilised?
== Apps ==
Apps - what are we encouraging use of in this level (make sure we are making the most of the apps)
== Easter Eggs ==
Secrets, easter eggs, npc cameos and achievements - what do we want to hide in the level
== Wish List ==
Everything else that is but a wish...if we get time.

Latest revision as of 13:20, 10 November 2023

The Story So Far

a BRIEF summary of what has happened to get Joe to this point

Story Beats / Script Notes

Key story beats to be delivered in this scene (the pieces of story and dialog that MUST be present)

Tutorialisation In Level

Any tutorialisation that needs to be considered in the level flow

Location

An overview of the location, POIs, scale, vibe, anything important that will affect gameplay style or level flow

Player Path

Player path - where possible detail the player path (this may be more freeform and up to the designer depending on the level)

NPCs

Enemy NPCs, how many, where? anything unique we need to know about them or how they behave?

Critical Game Objects

Critical Mission objects, devices, data files, data points, NPC profiles - any that are integral to the script and game flow (there will be many that are added by designers, but this is just capturing the integral requirements of the scene)

Critical Convos

Critical Convos - anything that MUST be said to advance the story or delivery critical info

Critical Pop Ups

Models, notifications that are story critical.

Critical Gameplay

Vents, hacking puzzles and level objectives - everything that is integral to the script and flow (the designers may add more but we should try and capture the must haves here)

Network

Networks - what does this scene require?

Doors

Door Systems - what zones will be utilised?

Apps

Apps - what are we encouraging use of in this level (make sure we are making the most of the apps)

Easter Eggs

Secrets, easter eggs, npc cameos and achievements - what do we want to hide in the level

Wish List

Everything else that is but a wish...if we get time.