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Metrospectro is a 2 player maze-puzzle game about exploring an old abandoned subway station through collaboration between the explorer and the guide.

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About 4 months of development

Minhas Contribuições

- Ajudar a documentar nossas ideias e decisões por meio do GDD, wireframes e dashboards

- Projetar a mecânica central do jogo e as criaturas inimigas, considerando uma jogabilidade cooperativa baseada em funções

- Projetar o loop de gameplay e elaborar o diagrama visual

- Desenvolver o design de níveis e implementá-lo na engine

Game Design

Conceito Geral do Jogo

Os conceitos básicos foram guiados pelo tema pré-determinado pela equipe. Para criar a sensação claustrofóbica de um labirinto, buscamos uma jogabilidade que pudesse fazer o jogador se sentir imerso no ambiente. Isso nos levou à visão em primeira pessoa, em um local escuro e estreito, com paredes altas. Em um pensamento semelhante, buscando uma sensação de "melhor ter cuidado", um conjunto de movimentos baseado em tiles resolveu o problema, já que você está comandando conscientemente cada passo que dá .

Uma de nossas principais referências foi Gloomgrave (2022), da Netmancer.

Funções do Jogador

Um dos focos do jogo era torná-lo acessível a várias pessoas, não apenas sendo objetivo e direto, mas também jogável por PcDs. Pensando nisso, dividimos o aspecto da exploração em duas funções:


O Guia

Um jogador que instrui o outro.

Tendo acesso a mapas embaralhados e visualizações da câmera do explorador por tempo limitado, mas com visibilidade total. Esta função não requer alta agilidade ou múltiplos controles, apenas a alternância entre os recursos.

 

O Explorador

Um jogador que se move pelo labirinto.

O mapa basicamente não tem visibilidade, portanto, não requer boa visibilidade ou, potencialmente, nenhuma visibilidade. Os limites de movimento baseados em peças também ajudam com as direções a serem seguidas, já que você pode contar exatamente quanto andou.

 

Essa combinação nos permitiu construir um jogo baseado em comunicação, incentivando um comportamento cooperativo.

diagrama inicial game flow
Arte por Juliana Craveiro
Dedo duro, arte por Juliana Craveiro
Arte por Juliana Craveiro

Monsters/Obstacles

As the game tells a story about a station abandoned for unknown reasons, the obstacles are the perfect elements to reflect this. The maze itself was the game focus, so our "monsters" were designed as obstacles aiming for player deceiving and delaying with a sinister thematic twist. After very long brainstorming processes, with scope and engine application in mind, our final concepts were simple to implement in the level design, using them as traps. This was one of the most fun creative bits of the project, as we had to design them considering that they are only visible to the explorer, therefore mixing up communication and indications from the guide.

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The Fog

A whispering wall that blocks the path of the explorer. As it's not shown in the guide's maps, it's mainly used to trick the communication and stimulate exploration of alternative routes.

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The being in the corner [Cut from final version]

small creature that gives directions, through audio and pointing. Either left or right, if you look at the direction pointed by it, the game input controls are inverted, causing confusion. If the player looks in the opposite direction, the creature is defeated, dissipating.

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The ducts thing [Cut from final version]

This one needed duct assets to exist around the game.

Some ducts, signalized by sound would spawn the creature. It would kidnap the player to a separate room, like a pocket dungeon concept. The room is supposed to be an even deeper layer of the station, as if following the ducts.

There were a few puzzle ideas for this. One of the main ideas was that the right path to leave would be signalized through multiple maps, as a second layer, and the key would be using these specific two layered maps as a jigsaw puzzle to get the correct order.

Sala3 conceito de nível
Sala3 conceito de nível
Saída2 conceito de nível
Exit2 level concept
  • The pink numbers are the monsters, 1 the fog and 2 the corner thing;

  • the red squares are the new walls, those don't appear in the guide's map;

  • Different keys for each of the 2 starts.

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These concepts were edited a few times before implementation and changed inside the engine. They don't reflect the exact final in game result.

Map/Levels

Luca came up with a very clever level sequence with 6 levels and 2 start points and I was in charge of designing 3 of those levels, sketching on paper and figma.

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In general, exploring the narrow spaces and dark environment were the core guides here, but looking at mazes, for me the usual complexity lies in having many paths that look possible, but are filled with traps and dead ends. So that's what I tried to do. The interesting thing here is that it must feel tricky for both the explorer and the guide. And there was one core resource that divided them. The monsters.

 

So, the maps were generally puzzling from the perspective of someone who is inside the maze, but also from the perspective of someone who is outside, yet unsure about witch parts of the maps are inaccurate. Super fun.

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The one different level was the train platform. It's the "middle" level, so it was supposed to feel like you've reached the lower, larger and possibly most dangerous part of the station, in order for the previous one to feel like you are diving into that and the following to feel like you are getting out of it.

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So I filled it with monsters, to give a more dynamic moment and added in a new obstacle: new walls that are not in the guide's map. The structure was abandoned a long time ago after all, it makes sense that things break or the maps are outdated. Except, this is the only level with these, so it should be extra tricky in the first few times. I also thought of unlocking doors by picking up keys to go further, but we didn't have the time to implement it.

Conceito do nível Plataforma
Conceito do nível Plataforma

Aplicação na Engine

Sala3 construída na Unity
Room3 built in Unity
Sala3 construída na Unity em perspectiva

Depois de projetar os níveis, fiquei responsável por construir a maior parte da estrutura da parede base, com uma ferramenta de malha de motor que usava cubos editáveis ​​para construir um layout completo em um único objeto dentro da engine. Baseado em blocos, já que nossos níveis de jogo eram construídos em uma grade de blocos para a movimentação do jogador e para garantir que o nível em si não colidisse com a experiência do jogador.

 

Construí 4 níveis no total, dos quais 3 designs foram feitos por mim e 1 por Salgado.

Basicamente, o teste definitivo da minha experiência com Minecraft.

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