Nathanaël DUSSAUD
Level Designer Junior
Mars 045
The game
Genre : Puzzle platform
Developers : 4 Game Designer and 3 Artists
Time to do it : 21 days
Pitch :
Inspired by Little nightmares for the sound design and the atmosphere, Mars 045 is a puzzle game where the player control a little robot on mars wake up early than he had to. The character will have to advance room by room and discover the secret of this planet.
Year of schooling : First Year
General Informations
Unity
Premiere
Probuilder
C#
Software used
What I have done
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Level Design :
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Made the 2D Layout of the game
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Made the game in 3D with probuilder
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Place the 3D assets in the level
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Test the Level
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Programmer :
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Made the different trigger of the map (door, weapons...)
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Animation of the door
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Game Design part
Character
The player plays Mars-045, a repairing robot. He can:
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Move in all direction, with two speeds, one for the walk and a one for the run, who trigger himself after 3 seconds of walk.
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Jump
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Fire some electrics projectiles, to activate some generators
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Push/pull some objects
The character has one point of life and die if he takes any damages.
Camera
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Third Person Camera, on the side.
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The camera moves just when the character move in another piece.
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The camera turns around himself to follow the movements of the character in the piece
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And another camera who follow the character
Enemies
Carcasses
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It’s possible to run away from them thanks to the environment.
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They follow the character when they saw him.
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They are faster than the character but take a little time to active them.
Eye
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The eye is invincible.
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The eye doesn’t move, it just watch in the piece by following a pattern, who change when the player relaunch the game every time.
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His vision field is show by the red light who came out from him. When the character is in the light, a sound effect will show the danger. Then during a short time, the eye triggers an attack which kill the character.
Inspiration
My inspirations were Little Nightmares and Inside because our game is base on the same principe. But also for the atmosphere which was oppressing.
Intentions
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Make a Level Design leads by the light
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Make feeling the oppression and the fear with the environnements and the puzzles (enemies, boss...)
First Map
Our game work room by room like Little nightmare and Inside. I started the 2D version on data sheet to go faster. I wrote every intention of a room next to it.
Once the 2D confirmed by the team, I directly start the Level in 3D with Pro builder.
We cancel this Level Design because it was judge too big for the character but also for the GA asset
Second Map
After the cancel of the first map I restart from nothing. For the 2D, I used again some data sheet to not wasting the time I lost. For this one I had the metrics of the different room.
Hopefully, I used some rooms from the old Level Design like the first one or the boss room
Then after the confirmation of the 2D part, I restarted the 3D part
I also remade my metrics to see something smaller.
During the creation of the 3D Level Design, I made an asset list that I needed to fill the different room
And every time I had an asset from the GA, I putted them in the different room.
Level Design Document
After the project I made a LDD to explain my choices and the way I think to lead the player through our game
For example in this situation the generator is broken and to show it to the player, we used some sparkles. Because in general when there are some sparkles on an object it means it's broken and you can repair it. With a orange light to show it's still working but the character needs to do something for it.
And when the character hits the generator with his weapon the generator turn on and the light become blue. Furthermore some electric particle around the generator to increase the fact it's working.
Coding part
Animation
During this projet I tried for the first time the animator of Unity, to make something smooth for the door when the character press the button for the door.
Weapons
For the weapons i made something simple where I instantiate a GameObject in a empty object and start a cooldown. Furthermore, I putted another script on the bullet to destroy it after a few second. (For the line armeNF.SetActive(false), don't take care about it. It's just because at the beginning we wanted to cut the arm in two part and add the second part when the character will pick up).
Arm script
Bullet script