Level Design
As the primary world designer it is my intial task to handle the level design for the game before moving onto other aspects of the world design. It is extremely important to work with the rest of my group to analyse the GDD and see what we can realistically accomplish in the time frame and what we will have to cut.
Whilst Narrative and story is the major focus of the game, I feel it is more imporant to have this cleared first so that the rest of the group project can progress smoothlty. One of the reasons I feel this way is because of the nature of a rougelike game, the continuous and non-identical runs. This means there have to be enough level designs that the gameplay doesn’t become repetitive and dull but also doesn’t overwhelm the mechanics designer.
Narrative Design
Narrative is one of the core themes of the game, but despite this, lots of the written Narrative in the orignal GDD mostly just explains the world building and themes of the game. This will highly impact the level art direction and sprite work that will come later, however, this also leaves gaps for me, as the world designer, to actually create motivation for the player character to be doing what they’re doing in the game world.
Another core GDD idea that relies mostly on the mechanics designer is the dialogue options and text design. The GDD specifies dialogue options and how these options will affect the boss enemies attacks and emotions towards the player, adding an RPG element to the game. These are things that I will have to write up, however, the actual core implementation of this dialogue will most likely be up to the mechanics designer.
- Anger:
“You think you can get rid of me? I’ve powered your every fight, your every victory. Without me, you’re nothing.”- Player Choice 1: “You can’t control me anymore.”
- Outcome: Anger mocks the player, claiming they are weak without its influence.
- Anger: “Control? CONTROL? I am the force that fueled you, that drove you to fight, to stand against all odds! I am the only thing that’s kept you going. Without me, you’re nothing but a husk—weak, defenseless.”
- Outcome: Anger mocks the player, claiming they are weak without its influence.
- Player Choice 2: “Maybe I needed you before, but not now.”
- Outcome: Anger responds with fury, triggering an explosive attack as combat begins.
- Player Choice 1: “You can’t control me anymore.”
Anger: “I am not some piece of you to be compartmentalised. I am FIRE – PURE, UNBRIDLED AND CONSUMING. I am the fury that lashes out when the world crushes you down. I am the only true defense you’ve ever had. Without me, you’d have fallen long ago.”
Sound Design
Sound was something that was very briefly mentioned in the GDD, mostly just pertaining to links for example sounds for the game that could be used. These resources will be extremely valuable in developing my own music and designs.
Some key specifications to mention are:
Title Music -I wanted this to be a mixture of somber and hopeful, I don’t want the opening music to be overbearing and loud, it should be subtle and emotional.
Anger – Dialogue sounds with the Boss. Should sound like a trained hiss, a voice that sounds like its on fire.
Skill Tree Unlock – A small upgrade that strengthens the players equipment and abilities, hould sound positive and encouragin.
Whilst the rest of the GDD doesn’t really concern me directly, understanding the core mechanics and gameplay loops can still support my own understanding of the game and how I will further develop my own sounds.

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