Atomic-city: Difference between revisions

4,316 bytes added ,  18 February 2020
Line 119: Line 119:
</gallery>
</gallery>
The walking pumpkin monsters. A very early level design saw Dan navigating an overgrown gorge populated by pumpkins that have been mutated by magic. I found the pumpkin monsters to be quite cute as well as menacing. The level culminated in a battle with the king of all pumpkins the Pum-king. To the right is the geometry design for the farmyard where the Pum-king rules, his roots have sucked all the moisture from the land and his pseudo-pods must be hacked away. A nice touch was the fish flapping about on the surface of the dried up ponds.
The walking pumpkin monsters. A very early level design saw Dan navigating an overgrown gorge populated by pumpkins that have been mutated by magic. I found the pumpkin monsters to be quite cute as well as menacing. The level culminated in a battle with the king of all pumpkins the Pum-king. To the right is the geometry design for the farmyard where the Pum-king rules, his roots have sucked all the moisture from the land and his pseudo-pods must be hacked away. A nice touch was the fish flapping about on the surface of the dried up ponds.
=====[[Scarecrows]]====
<gallery>
Scarecrowart.jpg
Med1 scarecrow fields2 small.jpg
</gallery>
The scarecrows. Animated mannequins of Zarok, these creatures would twirl and spin towards you and if this attack failed they would reach deep within their dark hearts and release evil crows to peck at Dan. The scarecrow fields level of Medievil had a nice dusty sunburnt feel to it.
=====[[The Sleeping Village|Mad Village]]=====
<gallery>
Mr.Mad and Mrs.Madart.jpg
Madvillage.jpg
Med1 madvillage2 small.jpg
Hedge sculptures.jpg
Med1 monks small.jpg
</gallery>
The populated (the living not dead) areas of Gallowmere have been tainted by the magic of Zarok causing the inhabitants to go mad, attacking Dan on sight. The village through which Dan must travel is a twisted warped place based upon a hill, I was very happy with the crazy skewed geometry we had in this level. To the right are designs for the [[The Asylum Grounds|Asylum hedge gardens]], I designed a lot of riddle puzzles for this level (relayed to you by [[Jack of the Green|Jack of the green]], I{{sic}} character I read about in English mythology). The riddles had physical manifestations in the form of [[Hedges|hedge sculptures]]. A very nice level to have worked on.
=====Swamps=====
<gallery>
Armoured Knights Concept Art.jpg
Med10 small.jpg
Med6_boat.jpg
</gallery>
The swamps. Dan has to navigate his way through the treacherous site of a [[Battle of Gallowmere|great battle]]. The drowned corpses of the knights have swollen to bloated proportions and attempt to belly barge Dan from the safety of dry land. There were some great features on this level such as the massive ghostly dragon snake you could release that acted as a smart bomb. The weird creature in the middle was an abandoned design for the [[The Swamp Guardian|swamp boss]], he was a gigantic creature that rose from the swamps, occasionally blowing a fountain of mud out from his blow hole and if Dan is not careful he would have been blown up into the air and injured. To the right is a concept for a dragon-boat, again another concept that was dropped due to time.
=====Gameplay Design=====
Medievil gameplay design. Pictured here are two examples of the gameplay maps I drew up for Medievil. I would write and draw everything up by hand and every single detail, puzzle and enemy behaviour was mapped out on these sheets of paper. During the time of Medievil I was more interested in game design than I was in art but later on in my career I was steered more towards art which has its good and bad points. The end results of these maps were plans that look like pages from a comic book. I had great fun driving the level content for Medievil, in total I probably mapped out about 80% of the levels.
=====Sunken Village=====
Underneath Gallowmere is an ancient land that Zarok seeks to plunder. Part of this ancient land is the sunken village. Each area of the ancient land contained a number of crystals that Dan must activate in order to cause the land to implode thus ending Zaroks plan of domination. Pictured above is a schematic of the sunken village from which the artists would model the level (we only had a small amount of memory so our levels were quite small but as a designer I was very keen on lots of different events, puzzles and enemies to be incorporated into such small levels - bigger levels does not always equate to better game design. To the right is a guard of the sunken village.
=====Morten=====
Abandoned levels. Two big levels were dropped from Medievil, I even went so far as to design the level maps and characters. The biggest loss was the level featuring Morten the worm, Morten was a friendly worm that lived inside Dan (an idea from Chris that I really loved). Morten was to have gotten a whole level to himself as he undertakes a perilous mission to steal a door key from the abbey of the mad monks. Morten had to navigate a range of obstacles and there were a few funny moments such as inching your way across the bare feet of prisoners (tickling them in the process) who are hanging upside down in racks. The creature to the right is the Jabberwocky, this was to feature in a chase level with Dan pursued by the overweight turkey monster. Both Morten and the Jabberwocky went as far as to feature in the FMV sequences from the final game.
{{DISPLAYTITLE:atomic-city}}
{{DISPLAYTITLE:atomic-city}}
[[Category:Websites]]
[[Category:Websites]]
[[Category:Sources]]
[[Category:Sources]]