evoke Level Design

This page will have all details concerning the level design for evoke. At the moment its just research and moodboards. The team is thinking a small miniaturised world for the main level of the game. The player will be able to fly around this in a matter of seconds. Creating flow in a level like this shouldnt be too difficult, but it will all depend of the look and feel. So i am going to spend alot of time researching and planning out this level, so hopefully i wont have to change it as much as i did with Aeon-X's level design. 

The sphere could be tricky to pull off, generally they are high in poly count so we'll have to do our best to keep it quite low to all for a fast frame rate.

Overview

In evoke the game world is a template for players to create their dream home. As the game adapts to their choices the world begins to change. Each player is given a unique environment to begin with which offers a few landmarks such as forests or monuments. The world is completely adaptable. The player alters the world by dropping orbs in the gridded areas. User can create anything from rainforest worlds to oceanic worlds.  

Adaptive World

The sky will adapt to the player’s needs it will take notice of the primary colours that the player is choosing and begin to show more of these colours. In particular the sky and the evoke bar. We can use the Evoke bar to relay the warm seasonal colours from the forests or calming blue from the ocean. This will help immerse the user and reduce the effects of seasonal affective disorder. 

Scaled Environments

To allow for the unique gameplay we want to achieve we must adjust the scaling of objects relative to each other. To put this in perspective, the world to player ratio will be like that of an ant to a beach ball. This will allow the player to quickly navigate the world they have created and yet is big enough to allow for a vast number of possibilities. The objects that will be place in the world, will also be quite big in size relative to the world. The player can choose to scale these objects even more if they wish.

Creating Worlds

We plan to make this possible by using a grid based system. The world will have a basic initial layout based on the calibration process. As the player learns the mechanics, they can alter the grids attributes using orbs with particular symbols. For example a desert area on the grid can be changed to grass by dropping an orb a grass symbol onto the area. This allows the player to customize the planet in any way they see fit. Orbs can be combined and used on top of each other to achieve interesting results.