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WARP'SHOT

PROTOTYPE

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ABOUT THE GAME

Warp'Shot is an exploration platformer that takes place in a futuristic world where the player embodies a fugitive who has to escape by transfering in a server. They are helped by W.A.R.P, a slingshot, escaping by teleporting and discover new servers.

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The player uses their slingshot to teleport themselves ignoring the gravity.

Warp'Shot is a reboot of an old VR project, WarpShot, that is also a platformer game in a futuristic universe but avoiding some design mistakes we made in the first one. It is presented as a prototype for an admission to be a 6 months project development in our last year of game design studies.

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It was made in 2 weeks with the help of Erwann Pottier, Samuel Do Nascimento Gonçalves and Rémi Dumas.

CONTEXT & INTENTIONS

After some feedbacks on some blocking prototypes, I managed to see what would be the constraint in term of construction for the level. After few days, I decided to restart completely on a new base with all the experience acquired. The presented map was made in a week and is a good showcase of what could be an advanced level in the midgame.

For the global intentions, we want to maintain a feeling of being turned upside down. For this, the main inspiration I have is Escher (on the right) with his works on the perspectives that makes lose the notion of up and down.

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In this map, my intention was also to allow the player to explore, using different path and make them feel disoriented, forcing them to look everywhere and observe the environment.

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 MULTIPLE PATH

From the beginning, the players can see the final objective in front of them. They have multiple ways to reach it, each of them proposing a different type of challenge using 2 parameters :

 

  • The environment scale and elements (exploration factor);

  • The number of enemies;

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Pathing and Challenges of the level

Depending on the way the players choose to go, it is more or less longer to reach the end.

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The longest paths have less enemies than the shortest one and allow a better arrival in the areas where there are enemies, making it safer paths. They are also presented with blue and bright colors, that shows players that it is safer.

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The shortest paths have more enemies and need better reflexes to players to overcome them. They are presented with red and dark colors, that show players that it is dangerous.

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TESTS & MODIFICATIONS

After more advanced tests and feedbacks from testers, some problems have surfaced:

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  • Difficulties to understand exactly where is the floor;

  • The path of the Control Room is too short to reach the end of the level;

  • The challenges linked to the progression in the level are unbalanced.

Solutions to  these problems:

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  • Add lots of environmental elements that clarifies the position of the floor, that are more clear for the comprehension of our universe and global comprehension. (ex: tools, scraps, liquid, plinth on the walls, etc).

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  • The path of the Control Room has been cuted. Replace the entrance by a glass to let the player see a possibility to pass by another way.

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  • Therefore, challenges has been changed and rebalanced:

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