112 lines
3.2 KiB
Markdown
112 lines
3.2 KiB
Markdown
# Level: [Level Name]
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## Quick Reference
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- **Area/Region**: [Where in the game world]
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- **Type**: [Combat / Exploration / Puzzle / Hub / Boss / Mixed]
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- **Estimated Play Time**: [X-Y minutes]
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- **Difficulty**: [1-10 relative scale]
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- **Prerequisite**: [What the player must have done to reach this level]
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- **Status**: [Concept | Layout | Graybox | Art Pass | Polish | Final]
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## Narrative Context
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- **Story Moment**: [Where in the narrative arc does this level occur]
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- **Narrative Purpose**: [What story beat this level delivers]
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- **Emotional Target**: [What the player should feel during this level]
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- **Lore Discoveries**: [What world-building the player can find here]
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## Layout
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### Overview Map
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```
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[ASCII diagram of the level layout. Use these symbols:]
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[S] = Start point
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[E] = Exit/end point
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[C] = Combat encounter
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[P] = Puzzle
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[R] = Reward/loot
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[!] = Story beat
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[?] = Secret/optional
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[>] = One-way passage
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[=] = Two-way passage
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[@] = NPC
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[B] = Boss encounter
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```
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### Critical Path
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[The mandatory route through the level, step by step.]
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1. Player enters at [S]
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2. [Description of what happens along the path]
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3. Player exits at [E]
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### Optional Paths
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| Path | Access Requirement | Reward | Discovery Hint |
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|------|-------------------|--------|---------------|
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### Points of Interest
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| Location | Type | Description | Purpose |
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|----------|------|-------------|---------|
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## Encounters
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### Combat Encounters
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| ID | Position | Enemy Composition | Difficulty | Arena Notes |
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|----|----------|------------------|-----------|-------------|
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| E-01 | [Map ref] | [2x Grunt, 1x Ranged] | 3/10 | Open area, cover on flanks |
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| E-02 | [Map ref] | [1x Elite, 3x Grunt] | 5/10 | Narrow corridor, no retreat |
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### Non-Combat Encounters
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| ID | Position | Type | Description | Solution Hint |
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|----|----------|------|-------------|---------------|
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## Pacing Chart
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```
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Intensity
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10 | *
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8 | * * *
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6 | * * * * * *
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4 | * * * ** * * *
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2 | * ** ** * * * * *
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0 |S-----------------------------------------E
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[Start] [Mid] [Climax] [Exit]
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```
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[Describe the intended rhythm: where are the peaks, valleys, rest points?]
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## Audio Direction
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| Zone/Moment | Music Track | Ambience | Key SFX |
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|-------------|------------|----------|---------|
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| [Entry] | [Track] | [Ambient sounds] | [Door opening] |
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| [Combat] | [Combat music] | [Muted ambience] | [Combat SFX] |
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| [Post-combat] | [Calm transition] | [Return to ambience] | |
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## Visual Direction
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- **Lighting**: [Key, fill, ambient description]
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- **Color Palette**: [Dominant colors and why]
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- **Mood Board References**: [Description of visual references]
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- **Landmarks**: [Visible navigation aids and their locations]
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- **Sight Lines**: [What the player should see from key positions]
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## Collectibles and Secrets
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| Item | Location | Visibility | Hint | Required For |
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|------|----------|-----------|------|-------------|
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## Technical Notes
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- **Estimated Object Count**: [N]
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- **Streaming Zones**: [Where to break the level for streaming]
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- **Performance Concerns**: [Any known heavy areas]
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- **Required Systems**: [What game systems are active in this level]
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