
A World Against You
‘A World Against You’
Game Design
Core Idea
The player customizes their avatar and enters a world that is generated against the customization.
Players can further customize as the game progresses and the world further adapts against them. They may or may not enjoy a brief period where the game is easier and hasn’t adapted against them yet.
‘Hot and Cold’
Proof of Concept
Images were generated using my designs with redescriptions into Gemini AI to create mock up imagery.
Core Design Goal
Character customization choices trigger a generated world that is against the customization.
Design
Start Screen
Title explaining what this proof of concept is and the date and credit myself.
Selector where you choose hot or cold as example options of the concept. Upon selecting a level is loaded.
Level Start
Based on the player's choice there are two possible worlds they could enter into:
-Selecting Hot makes the player a fire based character and loads the player into a cold world having to survive by moving from campfire to campfire before succumbing to the cold.
-Selecting Cold loads the player as a ice based character into a hot world where they must stay out of the sun and move from shadow to shadow before succumbing to the heat.
Ending
Each level ends after an estimated 5 minute level experience. Sends you to the end screen.
End Screen
Recap of proof of concept
Option to start over with selector button.
Credit myself and link to webpage.
Proof Deliverables
3D Game World
Play can jump and interact with specific objects by being within a trigger collision. They can move freely in space.
Level elements affect the player by starting a timer or disabling a timer. At timer expiration player character dies and they may restart or go back to title.
Hot -
The player must move from camp fire to camp fire otherwise they will freeze quickly.
Trigger collisions that surround campfires and reset the death timer.
Cold -
The player must stick to the shadows and stay out of the sun.
Utilize shadows cast by world objects and a light source.
Trigger collisions will reset the death timer, starting the timer upon exiting them which will match going into sunlight.
Design Questions
Is it fun to have a world created against your customization? how much narrative and customization makes this fun?
I’ll post a playable prototype of the proof of concept when completed and go from there with improvements.
Advanced Design
Add two more options, creating 4 possible worlds the player could load into.
Super Advanced Design Thoughts
Players add different customization and the world adapts to the players changes to themselves.
How procedural could this be?
Hand crafted options would be higher quality but less expansive.