Level Design - Island 1
(Last Update: 03/11/24)
As for right now, we are planning to have a total of three islands. It may scale up or down depends on where we end up.
Progression
- Non-linear
- The player are encouraged, if not forced, to travel back to the previous islands, with their new unlocked ability
- An overall progress tracker in the screen at all time
- no individual progression tracker for each island.
- Unlock:
- Common player activities —> new island
- Collect collectibles —> new abilities
Order of events
- Player arrive on an island, with a number of potential interactables and puzzles
- After most of efficient interactions triggered, player is introduced to the second island.
- New ability unlocked some time in between.
- Abilities and islands unlock in some order, not necessarily alternating.
- After most of efficient interactions triggered, player may decide to continue on the same island, or going back to the previous island to progress more efficiently.
- After some actions in the first island, player now gain access to the third island.
- Repeats.
Below is a diagram for the order of events: