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Saturna
GLOBAL INTENTION
The level is designed as a dynamic and linear playground, featuring expansive vertical structures, both on the ground and floating in the air. The goal is for the player to traverse the environment swiftly, leveraging speed, high jumps, and a glider. The setting is a desert-like landscape, infused with a sense of fantasy, thanks to floating platforms and monolithic structures. The most prominent material is stone, reinforcing the rugged, ancient atmosphere of the world. The overall layout is expansive yet confined, guiding the player clearly towards their objective.
From a mechanics standpoint, the level draws inspiration from games like Prince of Persia and Mirror’s Edge, emphasizing fast movement and parkour, particularly wall running.
STORY
The protagonist is a young treasure hunter who learns of a distant planet rumored to hide a massive treasure. Embarking on a daring journey aboard his ship, he ventures through space for two long months. However, upon approaching the mysterious planet, his ship is caught in a stellar storm, heavily damaging it amidst a torrent of asteroids and cosmic disturbances. Left with no choice, he makes an emergency landing on a nearby moon.
Arriving unscathed, he begins his exploration of this satellite, only to discover traces of an ancient civilization. The story unfolds as he unearths the mysteries left behind and searches for the rumored treasure.
ZONE 01: THE MOUNTAIN
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Key Features:
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Basic jump mechanics
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Mysterious stone structures
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Introduction to the alien desert environment
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Zero gravity areas
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Low-level verticality
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Introduction of glider for extended jumps
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Wall running sections
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Light backtracking elements
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Path analysis sections to guide exploration
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Objective: Introduce core mechanics and movement systems, like jumping, gliding, and wall running, within a controlled, low-gravity environment.
ZONE 02: ZHANGJIAJIE
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Key Features:
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Simple jumps and longer jump mechanics
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Massive stone monoliths with towering vertical structures
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Moderate verticality, encouraging vertical exploration
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Further use of the glider for long-distance travel
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More complex jump sequences requiring precise timing
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Objective: Gradually increase difficulty by introducing more vertical challenges with complex jump combinations and glider use.
ZONE 03: THE CANYON
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Key Features:
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Basic jump mechanics
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Traversing craters and uneven terrain
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Return of zero gravity areas
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Increased verticality, with higher structures and drops
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Focus on path analysis for strategic traversal
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Wall running used to navigate canyon walls
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Heavy use of the glider for crossing larger gaps
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Objective: Introduce height-based challenges, encouraging the player to master the glider and wall-running in a more dangerous, vertical setting.
ZONE 04: THE TEMPLE
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Key Features:
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Combination of simple and long jumps
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Vertical vegetation-based structures, such as vines and roots
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High verticality demanding precise platforming
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Expanded use of the glider for both height and distance
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Backtracking to unlock hidden areas or solve puzzles
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Heavy focus on path analysis for more intricate traversal routes
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Objective: Test the player’s full understanding of the movement mechanics with high verticality, gliding, and backtracking, culminating in the final set of challenges in the level.


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