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Sandcastle

SUMMARY

A sight like no other on a beautiful day at the beach. Two opposing sandcastles engage in a heated battle, ending only when one or both of them have been diminished to a mere pile of sand. The castles pay no mind to anything that may be happening around them, focused solely on victory.

Sandcastle Scan.jpg

INTENTS AND CONSTRAINTS

Intents

Constraints

- Create a simulated battleground for the players to find themselves caught in the middle of

- Allow for the players to take either a more defensive and passive approach, or a more aggressive approach based on preferred playstyle

- Eventually force the players to interact by forcing their options to become more and more limited as the round progresses

- Allow for ways for players to force each other into an encounter whether directly or indirectly

- One week to sketch and design the first version of the level

- Must allow for the players to utilize the warping mechanic of the game on both top/bottom and left/right of the stage

- Must have at least 1-2 interactable elements/mechanics in the level

- Must be able to access all portions of a level without needing to warp

Reference Gathering

Design Breakdown

Sandcastle Scan - Castles.jpg

Sandcastles/Cannons

The castles are the focal point of the stage and allow for players to either have close quarters encounters or even take a bit of a defensive approach. However, they are not a safe haven as anyone can go and hit the cannons (which are actually water guns) to fill them up. After 3 hits, they will send a stream of water to knock their opponent around and destroy a section of the castle. That is until it is a simple pile of sand and they have nowhere to hide any longer.

Sandcastle Scan - Floating Plats.jpg

Battleground/Platforming Zone

The platforms connecting the castles are the real "warzone/battleground" of the stage. Here, players have really nowhere to hide and are in the potential line of fire for a cannon to knock them away. They are never safe, but have a slight high ground advantage and do not have to worry about their location being destroyed by a stray cannon shot.

Design Breakdown (cont.)

Sandcastle Scan - Drawbridges.jpg

Drawbridges

The drawbridges are more or less a safety net for the players. They allow for players who fall to work their way back up. but still bottle neck them enough for another player to get the jump on them, so it is a risk. They also provide a quick gap to an escape route to warp to the top of the stage in a more hopeless situation. Once the castles are reduced to piles, these become the main structures other than the platforms up top and players must find a way to work with what little they have... if they can survive long enough to get there

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