Tomb of Ages – Prototype

The following is a video of a prototype that I created in two weeks with a fellow student Marcus Grambau. It is an example of level design, concept design and programming. The task was to create a prototype in two weeks with the theme of ‘random permutation’.

Our concept was a dungeon, where the player was an explorer hopelessly lost. The dungeon is filled with noxious gas and the player needs to refill their breath meter at randomly spawned oxygen points. these points are signified by a light spot and growing plant life. Throughout the dungeon there are also a 10 treasure chests, which are randomly spawned out of 15 possible locations, and only one of them holds the switch to open the exit. There are also 6 skeletons which spawn, of them 2 will wake up and come after you, the other four will remain dead. There are also 8 ‘markers’ these can be pots, statues, candles etc. these are intended to be markers to remember which way you have come, but these will respawn in different locations with each playthrough.

So that is:

  • 8 spawn points for oxygen, of which 4 are chosen
  • 15 points for treasure chests, of which 10 are chosen, and of which 1 has the button to exit
  • 6 skeletons of which 2 will wake up
  • and 8 iconic ‘markers’ which move locations each time.

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