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The Dark Flight

Description

The Dark Flight is a 2D platformer following the journey of an injured bat on a quest to reach the heart of a mysterious cave system known as the Once-Flooded. This project was developed in Unity and consisted of two 4-month production periods. The Solution Cave level was designed from January to April 2021 and the Ice Cave level was built between May and August 2021. The playtesting build for the Ice Cave level can be downloaded from the link below.

My Responsibilities

Game Design

  • Jointly developed the initial game concept

  • Designed the player and environmental mechanics

Level Design

  • Designed level challenges based on the player and environmental mechanics

  • Implemented and pieced together the challenges in the Unity game editor

Narrative Design

  • Developed several side characters (including Professor Konnelly and Alfred) and their backstories

  • Wrote scripts for side character interactions in the level

Production

  • Managed the game’s progress by creating and assigning tasks to team members

  • Conducted playtesting and revised game and level designs based on playtesting results

Gameplay Trailer

Game Design

Concept Development

Initial Idea

  • The Dark Flight began as a game concept based on the key word “draft”

  • The initial idea was a game about an injured bird gliding over drafts of wind

Revised Concept

  • The bird was changed to bat to allow for more interesting mechanics: echolocation and climbing

  • The narrative goal of searching for a mystical healing power at the heart of a cave system was developed

Game Environments

  • I researched different naturally forming cave environments on Earth

  • Cave environments include: wind (eolian), talus, sea, ice, solution, lava, sandstone

Reduced Scope

  • Given the project’s limited timeline, the scope was reduced to the Solution Cave level which was first developed from January to April 2021

  • From May to August 2021, we developed the Ice Cave level which would act as the opening and introductory level to the game

Initial Echolocation Diagram

Echolocation.png

Gameplay Mechanics

Player Mechanics

  • The player mechanics were based off the unique actions that bats can perform such as echolocating and climbing upside down

  • These mechanics were designed to be responsive in order to give the player more freedom in their actions

Ice Cave Environment Mechanics

  • The core environment mechanics were derived from hazards that naturally form in ice caves such as falling icicles, slippery surfaces and unstable surfaces

  • These mechanics were designed to be very intuitive so that the player can understand how they work and how to navigate past them very easily

Falling Icicle Diagram

Falling Icicle Diagram.png

Level Design

Solution Cave Design

Design Methodology

  • Begin with mapping out the large sections of the level such as the tutorial and open area

  • Define the design goals of each section such as introducing certain mechanics

  • Design the sequence of challenges in each area and connect them together

Development Issues

  • The pacing was too quick which didn’t give players enough time to learn each mechanic

  • Many of the challenges were too difficult, especially near the start of the level

Solution Cave Open Area Section Diagram

Open Area v1.png

Ice Cave Design

Design Methodology

  • Learning from the Solution Cave, the Ice Cave design began with ordering the different mechanics based on when they should be introduced

  • Narrative breaks and art set pieces were inserted into the list to break up the more intense gameplay

  • Individual challenge rooms were designed for each mechanic of varying difficulty

  • Challenge rooms and narrative scenes were pieced together based on difficulty and pacing

  • The challenge rooms were frequently updated based on playtesting feedback

Climb Challenge Initial Design vs in the Editor

Climb Challenge side.png
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