Consequence was my first attempt to create a game in Unity3D. In the beginning I set myself boundaries to work within by selecting key features and mechanics from the games I enjoy playing. This approach helped me develop the concept of the game as well as its mechanics in a fairly short period of time. The selected key features were: procedural level design, endless level(s), camera motion feedback, parallel projection/2.5D view and obstacles to avoid.
The initial brainstormings led me to design an endless, vertical scrolling survival game. Endless scrolling with procedurally generated/placed obstacles. After playing various games with procedurally generated level design, my conclusion was that it can become monotonous, missing the human factor. I wanted to work with generated content, but also wanted to have it completely under control.
User generated levels
“The players should always blame themselves for failure. If the game kills them off with no warning, then players blame the game and start to dislike it.” (The Cabal: Valve’s Design Process For Creating Half-Life by Ken Birdwell) — After reading about Valve’s findings through player testings, I have decided to hand over level design to the players.
The game records the movements of the player, using this data to place the forthcoming obstacles. The game is split into exponentially increasing sequences, levels. The movement recorded in each level defines the complexity of the next level. Therefore the players are playing against themselves, trying to avoid the consequences of their own movement.
The player controls an icosahedron travelling through a wormhole. Each level ends with a time jump, the traveller is trying to get out of this endless loop, but each time the jump occurs it is placed back behind itself in time. The traveller is trying to avoid the clash between itself and its own iteration from the past.