Weekly Focus and Goals
This week, my primary focus was on refining the level design and environmental storytelling of the initial stage to create a more immersive and "saturated" gameplay experience.
Work Completed
Level Design: Implemented a dual-path system for entering the inner courtyard house.
Path A (Stealth): Infiltration via a drainage/sewage pond.
Path B (Parkour): Vertical progression using rock formations (Suiseki) in the garden.
Asset Creation: Designed a 2D pixel art cross-section of a traditional Japanese interior.
Technical Implementation: Set up custom collision volumes for all environment objects to ensure movement requires intentional skill and precision.
Design Decisions and Rationale
Historical Color Palette: I utilized a restricted color palette inspired by the Edo period, featuring timber browns, muted reds, pale beiges, and dark roof tiles. This choice maintains historical authenticity while ensuring visual clarity within the pixel art style.
Skill-Based Navigation: The collision boxes for the rock formations were specifically tuned to require precise timing and positioning. The rationale is to move away from "automated" movement, forcing the player to feel the weight and deliberate nature of a ninja's infiltration.
Research and Precedents
Architectural Research: I studied the Edo-period Shinden-zukuri and Shoji internal structures to accurately represent the cross-section view.
Feedback and User Testing
Status: No formal user testing was conducted this week.
Reflection and Next Steps
Reflection: The most challenging part was balancing the 2D cross-section aesthetics with functional collisions. While the visual depth is satisfying, I need to ensure the transition between the outdoor garden and the indoor section feels seamless.
Next Steps: * Develop the Enemy AI patrol logic for the newly designed interior.
Integrate environmental SFX (creaking floorboards, water ambiance) to enhance the atmosphere.