Instatn Action

 
 
 

Info

Game: In The Black
Platform: PC

 

Contribution

Position: Level Designers

  • Designed and implemented the initial level design

  • Supported the level with bug fixes and playtesting

 
 

Design Challenges

  • Resources: The map was built for players to make good use of limited resources while fighting larger and larger waves of enemies

  • Aggressive: This map was built for the players to fly around stressing the outer limits of our combat system while engaging multiple enemies, not hide in one location

Summary

Instant Action was a departure from my earlier designs on the project, both in realism and in multiplayer design goals. First, it was designed to be a single player score attack game where the player fights against ever increasing waves of enemies. Second, this mission is a training simulation, so non-realistic elements can be included.

 

Resources

In this mode, we gave players the ability to enter into repair zones that would repair and rearm their ship. Defeating enemies would give the player points that would convert into game money. The player could also repeat a wave that they had lost on by paying a portion of their collected points.

 

Aggressive

Early on during testing for this level, it was clear that players would always try to find a place to bunker down, preferably a place where they had ready access to repairs and could wait out each wave. This didn’t fit the idea or theme of the level, so countermeasures were created. The number of repairs the player got per wave was limited. Objectives that the player could capture during the wave for additional points during the wave were placed, and if the player did not complete the wave in a certain amount of time, they would lose the wave.