Map Making
Creating the maps was something I wanted to keep simple and somewhat easy to remember, as people may want to backtrack or look around the environments with ease.
I started by creating basic areas of interest for the player to go through, creating the general area of the hospital, the outside world, and the end/ cutscenes as something special fr players to encounter. It should be noted that players can finish the game without encountering any of those special scenes without it hindering progress. I wanted to let players for curious while showing a clear path.
After making a basic map with a path in mind, I wanted to add extra substance for atmosphere and a means of rewarding the player for exploring the environment. So I made basic rooms with little detail and blocked out squares for where there should be furniture and placed items and notes for world-building, following that, I added detailing of the walls and windows with mildew growing on the wall, as well as adding a few more rooms where players can explore after finding the crowbar to learn more about the world. I wanted to leave as many rooms empty but not barren, to show that there was life here before aka environmental storytelling.
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Image Transcription
[
The image is a rough draft of the original map concepts for the game. Across the bottom of the page is a guide for where certain notes should be placed. Triangles indicate where notes could be found, U-shaped with a flat top indicate where pages could be found, and quadrilaterals indicate where useful objects could be found.
]
Get Long Walk
Long Walk
What's left in a lonely world that moved on without you? Where is everyone?
Status | In development |
Author | Studio 74e |
Genre | Adventure, Interactive Fiction, Role Playing |
Tags | 2D, Creepy, Game Boy, Pixel Art, Retro, Short, Singleplayer |
Languages | English |
More posts
- Game ArtOct 18, 2021
- Game WritingOct 18, 2021
- Long walk GuideOct 15, 2021
- Music StrugglesOct 15, 2021
- Original ConceptsJun 25, 2021
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