The Epocha Tower

Canceled project

Engine: Unity

SEARCHING FOR THE RIGHT PERSPECTIVE

Deciding on perspective and rules of the visual language can dramatically change not just clarity but also what gameplay could happen in these spaces.

While studying references, testing and iterating we got through a whole bunch of solutions.

· Free camera and thin walls could hint adjacent spaces but the lack of negative space made it too hard to focus.

· Showing all four walls like in 2D Zelda games proved to be too broken in more elaborate spaces but it provided an easier way to show doors in other direction than just north.

· We landed on quite a flexible hybrid with a room system, allowing us to switch between fixed and free camera from room to room.

Testing different level structures

· Open; hub area; free exploration. There is no pre planned playthrough. Content and resources respawn over time.

· Slower; branching; Lock'n' Key type. In these, you could find puzzles with a restart option. Progress usually requires actions and objects hidden in surrounding areas.

· Linear; action-oriented; fast-paced. Obstacles require quick reaction and all pieces required for progress are presented in the current space.

LANDMARKS AND DIFFERENT AREA FEELS

It's not possible to use landmarks to their full potential in a top-down perspective. Especially their leading role, by making them visible from a distance.

They can still be used for an easier process of mental map making and orientation.

With the same mindset, each area has a different use of assets to give a distinguished feel.

 

 

SEARCHING FOR THE RIGHT PERSPECTIVE

Deciding on perspective and rules of the visual language can dramatically change not just clarity but also what gameplay could happen in these spaces.

While studying references, testing and iterating we got through a whole bunch of solutions.

· Free camera and thin walls could hint adjacent spaces but the lack of negative space made it too hard to focus.

· Showing all four walls like in 2D Zelda games proved to be too broken in more elaborate spaces but it provided an easier way to show doors in other direction than just north.

· We landed on quite a flexible hybrid with a room system, allowing us to switch between fixed and free camera from room to room.

TESTING DIFFERENT LEVEL STRUCTURES

· Open; hub area; free exploration. There is no pre planned playthrough. Content and resources respawn over time.

· Slower; branching; Lock'n' Key type. In these, you could find puzzles with a restart option. Progress usually requires actions and objects hidden in surrounding areas.

· Linear; action-oriented; fast-paced. Obstacles require quick reaction and all pieces required for progress are presented in the current space.

LANDMARKS AND DIFFERENT AREA FEELS

It's not possible to use landmarks to their full potential in a top-down perspective. Especially their leading role, by making them visible from a distance.

They can still be used for an easier process of mental map making and orientation.

With the same mindset, each area has a different use of assets to give a distinguished feel.