When we last left our villain, he was little more than an aspirin capsule, moving around quite rapidly through a level of NPCs with no weapons and little more than the ability to explore.
He was fun to move around, which, considering he’s just a white oval who appears to have three dimensions, is a pretty good start. But now he needs something to do.
At this stage, it’s going to be key for us to define how we intend to use the camera.
Though there are elements of violence and disintegration-ray mayhem planned for the game, the core mechanic here is really stealth. So, knowing where the enemy NPCs are, which direction they are moving, and being able to spot locations where line of sight can be blocked are going to be very important.
At the moment, we have top down camera, that’s fairly close in. Out capsule villain, again, just at this phase, moves quite quickly. So, given the limited amount of visibility and the speed of movement, it’s quite easy to accidentally move too close to an enemy NPC without having any chance to really respond to the environment.
Part of me actually likes this vibe. If the key to success is in movement management, and snap decisions, it could be very fun. To my mind it would give the game a more tongue-in-cheek feel, since obviously if you are running around Area 51 and damn near step on a guard’s toes but manage to escape by ducking behind a barrel, we’re not going for serious.
If we go this direction, then we wouldn’t need to really muck with the camera angle, or distance, nor would we need to adjust the speed of movement (though all of these are super easy to adjust). However, we might need to think about some sort of a mini-map, since involved level-designed puzzles will be impossible for a player to fully comprehend at that speed and camera distance. And though I don’t know that we want to get too deep into complex level design for this, since that could seriously eat up our time up, I do think we want players to have some sense of the bigger picture. So it’s something for us to think about.
Other options, of course, would be for us to pull the camera back, move it to a more ¾ view (similar to what you saw in our UI art style mock up), and /or adjust the character movement speed. A mini-map might be a good thing for us if we take these other directions as well, but it’s hard to tell without some testing. (There’s no sense in adding a feature unless you really need it.)
We’ll keep you posted.
In the meantime, here’s a revised shot of our loading screen.

Tags: ReturnDearLeader