Building a Descent into Darkness
This developer log dives into the thought process behind the final level of The House on the Hill, highlighting key decisions, creative processes, and valuable takeaways from the design phase.
Initial Considerations:
The final level needed to deliver a satisfying climax that tied together the narrative threads and gameplay mechanics. We explored various concepts, with the core challenge being how to effectively represent:
- Descent and Progression: A physical journey downwards into the well that mirrored Nell's emotional descent.
- Confrontation with the Past: Encountering fragments of Eleanor's tragic story while navigating the caverns.
- Climax and Resolution: A final confrontation with a resolution that resonated emotionally with players.
Decision: The Three Cave System
After iterating on various layouts, we opted for a three-cave structure. This choice provided several benefits:
- Clear Progression: Players could intuitively track their progress deeper into the well, with each cave signifying a new stage in the journey.
- Pacing and Challenge: Difficulty and enemy encounters could be gradually ramped up across the caves, culminating in a more intense final battle.
- Thematic Cohesion: Three distinct caves offered opportunities to introduce a variety of environmental details and memories specific to each stage of Eleanor's past.
Process: Weaving Narrative into Gameplay
Incorporating narrative elements directly into the level design was a key focus. This involved:
- Non-Hostile Memories: Introducing non-hostile "ghosts" representing fragments of Eleanor's past broke up the combat and added emotional depth. These encounters foreshadowed the final confrontation and helped players connect with Eleanor's story.
- Environmental Storytelling: The intensity of the storm within the caverns increased with each cave, mirroring Eleanor's growing anger and despair. This visual cue subtly reinforced the emotional stakes of the descent.
- Silent Resolution: Instead of a final boss battle, we opted for a peaceful resolution where Nell embraces Eleanor. This choice contrasted with the violence and tension that came before, emphasizing the emotional core of the scene – offering solace and understanding.
Learnings:
The design process for the final level highlighted the importance of:
- Balancing Narrative and Gameplay: The level needed to be both narratively impactful and engaging in terms of combat, puzzles, and exploration. Striking this balance involved careful iteration and playtesting.
- Environmental Cohesion: The caves needed to feel distinct yet thematically connected. Adding cave-specific details that tied back to Eleanor's memories enhanced the overall experience.
- Player Emotional Journey: The level design decisions aimed to guide players on an emotional arc, building tension towards the final confrontation and culminating in a sense of resolution.
Written by Rohith R.
Get The House On The Hill Game
The House On The Hill Game
A short linear gothic horror game made by Sheridan post-graduate game level design and programming students.
Status | In development |
Author | ZENKOSTUDIOS |
Genre | Adventure |
Tags | Atmospheric, Female Protagonist, Horror, Singleplayer |
More posts
- Programmer ProgressMay 26, 2024
- The Player Character (Camera and Movement)Apr 20, 2024
- The House on the Hill: Then vs Now | How did we get from the original concept to...Apr 19, 2024
- TeleportersApr 18, 2024
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