Rikhters Thievery
Tutorial level Pitch
Rikhter have travelled far outside the grand city to the abounded fortress that acts as the guilds training ground. Here Rikhter finds his mentor waiting for him and is eager to tell Rikhter the good news, that its time for his graduation. This will mean that, if successful, Rikhter will go from being a trainee to someone who can apply for a full membership of the Guild, giving his first step towards gold and glory. In order to succeed, Rikhter must first prove to his mentor that he has mastered the basic training he have been given through the years. This will be done by completing different challenges that his mentor orders him to succeed in or Rikhter wont be able to finish his graduation. This level acts as the tutorial level for the player and will go through a specific number of gameplay mechanics that is essential for the player to know. The player will go through basic movement, climbing, dodge rolling, jumping, wall-jumping, wall-running, sprint and be challenged in combat. All this will be presented to the player in an environment that acts as a training obstacle track. The player will also have access to all of the mechanics that is introduced in this level at the beginning, so he can explore them by himself if he so wants to. The player can also jump straight to the final challenge if the player is already familiar with the game.
Setting
The training ground is located in an old abandoned fortress that lays hidden away from cities and is surrounded by wilderness. This makes it a haven for the guild trainees, but more importantly acts as a contrast to the rest of the game. Here there will be plenty of vegetation growing all around the fortress with little to no metal around. The fortress will also have collapsed parts around the area, so large boulders and wooden beams are found sticking up and laying around in different ways. All this creates a perfect playground for the player to explore as well as giving a reasonable explanation to why they would use this place as a training ground. The general mood of the fortress, in this scene, should be something of a free and wonderful area, a large acrobatic playground that has great heights and multiple levels to reach. There should be small narrow beams, great boulders and some training equipment that has been clearly built by the guild. All the architecture should be constructed with the idea of it being part ruin and part training ground for acrobatic thieves. This in turn would create the essential parts of the gameplay that the player will experience in this level as most of it revolves around movement and climbing. Texture and colour wise this should be a bright and colourful place. The focus should be on creating a feeling that its part of nature, as well as Rikhters home where he feels safe. A place he really enjoys and knows.
Artifact list
Meshes: Bridge (Stone), Training dummy, Mentor Npc and pupil Npcs, Water, Audience bench, Weapon racks w. weapons,torches, guild banners, signs(no cats allowed), beds, stone walls, wood roof, Axe-swing machines(steam-punk), climbing wall, stone/wood pillars, trees, stones, broken weapons, cloth, wheat-sacks, water barrels, water well, chimney, dog, chains, ropes, food plates, lanterns, chandelier, glass, redbull-vodka shots. Sounds/Cutscenens: Bird sounds, horse sounds, dog bark, mumble-cough-snores-ambiance, inspiring music. 4 Cut-scenes(Dialog with mentor x 3,and wake up scene) and they should be really good. Dialogs: Mentor greets Rikhter before the examination, Cut-scene before Rikhter goes melee combat against target dummy. Cutscene when Rikhter graduates.
Ivan & Erik Futuregames, Stockholm, Sweden GameDesign