Scan Level Design Tips


General

  • Unique scans and variants give us new options for “scan” gameplay and flow
  • Think about how the player will flow through the level
  • Opportunities for “tiered” scans
    • Common plants / low value scan bits along the crit path
    • Uncommon for explorers, like for plants a little ways off the path but not too hard to get to
      • Can use these as weenies as well
      • Consider presenting the player the change to scan a rarer plant early but it may be easier to scan later
    • Rare and Mythical plants / scans as more traditional rewards
      • Platforming challenges
      • Finishing a quest and gaining access to a hidden area
      • Well hidden areas
      • Perhaps the occasional “easy” one to keep things moving, or as a marker of a milestone (got to a new area)
  • Can breadcrumb with freestanding scan bits (classic collectathon lines indicating paths
  • Think about how area scans might work
    • I figure we can add some “player thoughts” which could be used for narrative breadcrumbing
  • Remember, with unique scans you can place multiple instances of plants but only the first one the player scans counts
    • This lets us place potentially tons of plants for aesthetics without having to worry about the scan system being cluttered
  • On first level design pass, don’t worry too much about the specifics of a plant instance (IE supporting meshes, landscape, etc). They should basically be a representative (like there will be a cluster of leafy dusters in this corner but only place one or two for now). Aesthetics come later
  • Feel free to add comments wherever, you can use the narrative tag
  • Please write down any missing features or comments!