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Swordshine Cursed: Level Design

Writer's picture: Walter Eduardo Rojas RojasWalter Eduardo Rojas Rojas

Updated: Jan 1, 2023



WHAT IS SWORDSHINE: CURSED?

Swordshine: Cursed is a project that originated as a Final Degree Project in ESNE . A platform game inspired by Castlevannia: Symphony of the Night.

Set in the third crusade where you play Phons de Tile, a knight of the Order of the Temple. That he is entrusted to collect the Relics of the Holy Church so that they do not fall into the wrong hands; but he must resist its power of corruption and face dangerous enemies.



DESIGN BASE

In order to define the shape of the levels; the mechanics of the game were designed first; how the player would interact, for this we separated the player's movement into two different sections:

  • Basic Movement:

    • Running.

    • Jumping

    • Climb Ladders.

  • Advanced Movement:

    • Climbing.

    • Hanging and jumping ledges

    • Dash/Slide

Then to maintain an organization we decided to divide the levels into different smaller sectors.

  1. Game Map: The Whole Game

  2. District/Levels: A grouping of sectors is defined by the starting path to its main boss.

  3. Sectors: Grouping of rooms with a common theme/aesthetic.

  4. Rooms: Small sectors interconnected with each other by gates.


After defining the mechanics, we begin to define the size of the character, for this we look for a unit to have reference for throughout the entire level construction.

To maintain a good level of detail on the characters, the standard size would be 64x64px. And for the level construction we decided to use 32x32px as the base size, all the building blocks would be made up of 32x32px cubes.




FIRST SKETCHES

We start with the first district/level. The streets of Jerusalem during the invasion of Saladin the Great. This first District was divided into 7 different sectors:

  • Cenacle.

  • Jerusalem Streets.

  • The Agora / "Market".

  • Solomon's Atrium.

  • Solomon's Temple

  • Solomon's Tabernacle.

  • David's Tabernacle.


It was then implemented in a general way using the larger elements of the parts template. In order to have an idea of the appropriate sizes for each of the Rooms.



DETAILS

After defining the sizes of the rooms, we started to do the details to eliminate the boxy and monotonous atmosphere of the levels. Add a variation of levels on the ground and obstacles to be able to implement the interactions and movement mechanics in the levels

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