Snowbound Level 1 plan
- michael71510
- Oct 15, 2025
- 2 min read
Goals
As the player I want to be introduced into the game + narrative and be given a change to get aclimatised to the controls and mechanics
As the player I dont want to be thrown into a difficult/compelx level/I want information to be handed to me one by one
Experience should not rely on audio but use it as an added bonus
Beats
Bellboy - warns player that train staff are all threat from level 2 onwards "The other staff members won't be as friendly as me" + "if I see you again, I'll have to report you" + "goodluck kid"
Player learns how to use QTE mechanic
Player must learn that the guards are not friendly
Player learns they can interact with things in the scene
Set up questions about the narrative in the players head - why am I on this train? what is the wider context of this world?
Sequence
Player spawns just past suitcases wondering where they are and what they are meant to do
Player walks into trigger causing cutscene to play...
Timeline cutscene plays panning over to the locked door showing the locked padlock
Player hopefully notices the propagander posters and trys to interact with them
Player presses E to interact with the door - text comes up saying "its locked..." QTE on the sleeping guard is activated
Timeline camera pan to sleeping guard with the key
Player hopefully realises that they might need to go and get something from the guard which could help them open the door - prompt appears on screen saying grab keys/press E to steal keys
If player is successful in grabbing the key they will be able to use it on the door to get through
UI will appear in top corner saying "you have aquired the guards key!"
Before the player can leave it turns out the guard has woken up... <---
A dialogue interaction is triggered between the guard and the player - player learns that all train staff will be threats from now on.
Level ends with player using the guard key to unlock the next room
Tools
Enemy follow path system - adjustable speed
Enemy capture system - adjustable range
adjustable speed of player controller
eerie music
Modular kits (Currently no room specific kit)
Questions
When does the bellboy warn the player? RESOLVED
Could the bellboy be the guard? no need to have two characters
How did the bellboy get there if he wasn't seen by the player in the cut scene? RESOLVED
Bellboy cant come through the door as it wouldnt make sense that the player needed a key to get in? RESOLVED
Physical padlock?
What happens if the player fails the QTE? does that also trigger the dialogue interaction? If so then does the guard give the player the key? How could that make sense?
Could the player intereact with propagander posters in the room? good way to teach interaction mechanics for later on + introduce some narrative beats about the world - talk to Renny about having propagander posters in level 1
After Thoughts
-Spawn suitcases will need to be moved from storage car 2 for continuity

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