Level Design (Tutorial Stage) - Alex D.



Hi everyone!

My name is Alex DuBois and I am one of the Level Designers working on City of Abominations. What I'm going to share with you guys right now is a taste of what Chris N, Dan D, and myself are planning for how the tutorial stage for the game is going to play out.

The game starts out with the player entering into one of the three accessible districts that was already selected in a cutscene prior.  But, out of nowhere, a rogue monster who had stolen a valuable item runs past the player in order to flee the scene of the crime.  The player now has to make a decision: do they pretend to not notice and let the monster escape or do they jump into action, transform into their monster form and recover what was stolen?  If the player chooses to act, this would be where the tutorial starts, first telling the player about how to transform themselves into a werewolf and then just some basic general movement both being told through  pop-up messages. Then, when the player catches up to the rogue monster, the battle mechanics would be introduced through another pop-up.  This tutorial ends when the player has defeated the rogue monster.  

If the player chooses not to engage with the monster, there would be a pop-up letting the player know about general movement.  Also, the battle mechanics would be introduced when the player engages in their first fight with a monster.  This tutorial ends when the player has defeated the monster.      

We will keep expanding upon this as time goes on but I just wanted to give you guys a little preview of what you can expect when you first jump into the game.

More to come!

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