
"Do not take life too seriously. You will never get out of it alive." —Elbert Hubbard
Game Designer |
Terra-Formation | Pre -Alpha
Started | 03/23
Last Updated | 12/22/23
Est. Time Logged | 6 hrs.
DESIGN CONCEPT
Pre-Production
Genre: Realtime Strategy | Time period: Futuristic | Location: Unknown Planet | Inhabitants: Critters
Objective
Terra the robot must collect material from three different areas of the planet. Collecting material helps build the terraforming machine by powering the robots that builds the machine.
Main Mechanics
In a 3rd person FOV, Terra the robot can jump and use a jetpack that needs to be maintained and refueled. Terra will need to harvest materials from the planet to analyze to begin the terraform process. Terra is not a combative robot so all it can do is harvest, press buttons and reproduce itself.
Synopsis
Terra the robot must create an environment its creator can live and thrive in. At the moment they area in space disabled and set adrift to the planets coordinates. The robot was sent ahead to start the terraforming process. The robot must provide organic material to sustain them as they grow in size when they arrive and keep a balance between how much to use to complete its task and keep the populace alive.
CREATIVE VISION
Level Start
The robot lands here in a wide environment that is open to travel but limited because of the fuel the robot needs to function. In each level I wanted the player to see the abundance of material even though they can't travel far.


Next Level
Here the view is a bit narrower but has more vegetation and water as new material to gather. This area in meant to feel like its brimming with life and introduces the planets lifeforms.
Final Level
I wanted the final level to feel perilous with only one way to go even with the view of the landscape in the distance. This area is the final resting place for the robot when its task is completed.

Pre-Alpha
LEVEL DESIGN
Creating the Vision
Using the Stack-o-bot kit from Unreal I didn't block out the levels because the planet is untouched and wild so I used the foliage, grass and textures provided in the kit and created the landscape in unreal. The only "man-made" structures will are assets in the stack-o-bot kit.
Tutorials
In the first level the player start inside the facility to learn how to maneuver the bot and its limitations. When they get outside they learn to harvest material to improve the limitations of the robot and maintain its function. There is a tutorial in the second level as well about defending the base and robot.




The Base
The base is a robot itself in the sense that it takes the material the robot gathers and builds the components of a terraforming machine. It also generates the fuel, repairs and upgrades the robot will need as the player progresses. There is a schedule and certain levels the base needs to have to achieve its purpose.


Obstacles
In the beginning the player will only experience the limitations of the robot. They can't travel too far from the base, they have limited capacity in storage and jetpack usage. Midway they will be introduced to water damage and high hard to reach places that will have materials they need to gather but be careful as there is fall damage. In the end it will be raining and water makes the robot malfunction because water cause damage but because it isn't submerged in the water it doesn't completely wreck the robot.
Game Designer |




Please email me if you are interested in collaborating. I look forward to working with you. Thanks for your time!



