Tag Archives: Level Design

What’s the plan?

Just after Syalen will be done ripping off my gut for the title pun, I shall finally get to describe and show you the game map.
Indeed until now, we broadly described the game and I think now it’s time to get into some key details.

The universe

As  explained earlier in the synopsis, you gonna embody a bunch of soldiers of fortune who belong to a corporation called SCD, hired to supply all military resources necessary to sustain the upcoming conflict between the two top notch superpowers of the known universe.

This conflict is regulated by a council who watches over the conflict and keeps it under control in order to avoid entire systems and planets being dragged and destroyed in an uncontrolled conflict. The SCD served then as a buffer zone.

However, in orbit around the planet the troops train on waiting for the conflict to fly off the handle and SCD contingent to unload on Syrh.

And here is where YOU move to the action as the first map will feature SCD trainingship, a space nave designed by SCD where diverse conditions of the upcoming conflict have been reproduced.

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Overview

Here, inspect the plan of your future battlefield.

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Ground rules of the game

This first mode will confront two teams of three players.
As settled previously, Energy heroes is a TPS on which we added MOBA rules. Then there will be towers, boosters, henchmen and a main building per team.

Nonetheless, those elements were adjusted to match the overall outline of TPS gameplay, the towers don’t have limited range anymore and will shoot at you as soon as they detect you, to put them down, you’ll have to aim their central energetic core.

The Boosters will be shaped in an arc of a circle and all henchmen of your faction passing under will see both their power and resistance increased.

Two kinds of henchmen will be present, short ones who will have to get close to shoot and larger ones with longer range behind those you’ll have ways to hide.

And finally, the main building will display towers which you’ll have to destroy before tearing down the structure itself.

Also, need  to remember, both henchmen and towers weaponry have dispersal, that means you can dodge a bullet by rolling, crawling or seeking cover, but watch out for stray bullets!

In a next post I’ll extensively go through the features of each building.

The goal of this map will be to destroy the two defense towers which lay along the main access then wreck the booster and finally the main building starting with its own defense towers. The classic arrangement of MOBA’s ground rules.

 

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When level design meddle in

Energy Heroes stroke of originality also lies in well crafted level design. The trainingship map will play out on several levels and in this mode dynamic and interactive elements will be an integral part of  the game strategy.

For instance the central room, right in the middle of the map, is cut apart from main access by two doors, one on each team side, when both are closed henchman can’t pass  and the defense tower can’t reach any enemy within the central room. However players will be able to open or to shut those doors by getting to the switches.

I let you imagine what will happen if they do so…

 

To conclude

This map has been designed to mix up MOBA’s ground rules, TPS dynamism and the depth of a 3D map.

Naturally it’s still a work in progress which will surely evolve as we’ll run tests and thanks to feedbacks .

Lunder, Interior Architect

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