Posted January 17, 2025 by Loryravily
##seacret ##devlog ##gamedesign ##student ##game
Hello fellow divers, and welcome back to a new DevLog post about our student game called Seacret !
It’s been a while since last time, we took a small break for celebrating the end of the year, but we are back, as motivated as ever to bring you the latest advances in your favorite underwater adventure (and by the way, happy new year 2025 to you all <3 ) !
Without further ado, today’s topic is Game Design, so let’s dive in !
As presented in the last DevLog (see DevLog #6 - Level Design for more details), the structure of the game will consist of a series of puzzles to be in order to progress through the general environment, with the puzzle phases separated by colored biomes, allowing the player to “breath”.
The design team has thus succeeded in proposing this general puzzle map out to project onto the whole Seacret experience :
We decided to divide the game into three acts, representing the introduction, build-up, climax and conclusion of the story. In each act we’ve placed the game’s different levels, which are the areas of the game divided up equally (the colored levels are the exterior areas that don’t include puzzles), and in each level we’ve placed a total of 17 puzzles. This number is not necessarily the definitive number of puzzles that will be implemented in the final version of Seacret.
As you can see, each puzzle is represented by several icons. Here’s how to read them, in simplified form first :
- Blue for “very easy” (to introduce a mechanic)
- Green for “easy” (the majority of our puzzles, with few actions required around a single main mechanic)
- Orange for “moderately difficult” (several actions sometimes requiring the combination of several mechanics)
- Red for “difficult” (several solving stages, several objects to interact with, need to master several mechanics, or even combine them)
But to be as clear as possible, each puzzle has been detailed in these small recaps containing more informations :
In addition to the main icon and color, there are several other things to note:
Now that you know how it works theoretically, here is the representation for one puzzle :
In this example taking place very early in the game, the player needs to use the dash mechanic in order to go through fans to get to the exit.
As we can see in the puzzle icon, the main mechanic to use is the dash in order to go through the fans.
I voluntarily chose a tutorial difficulty level so this is both easy to understand and doesn’t spoil any other advanced puzzles.
Now you understand how we made 90% of our puzzles. But there is an exception that needed another step of reflexion to design : one special puzzle, a chase sequence.
In order for the player to feel ingame the moment he is approaching the climax of Seacret, we wanted to put him under a bit of pressure with a small chase scene. Here how it is represented :
Let us break it down for you :
The puzzle will start at the entrance of the room, where one of our main character our crab robot M-8 will be released into the room and start to chase us (first “trigger” zone). Then it’ll attack and destroy one of the small robots that accompany us (in the second “trigger” zone).
The player will then need to activate the lever, navigate through a lot of geysers with the threat of the robot getting closer, to finally reach a closing door at the last moment to escape M-8, crashing onto the door, to add impact to the scene.
It should not be a particularly hard level, but we hope it’ll be a memorable one.
Here it is for the Game Design part ! Thanks for reading this far, and we'll see you in the next DevLog for the continuation of the Seacret adventure ! Don't forget that you can download the build to test the first prototype of the game yourself, and even give us feedbacks about your experience ! Everything is explained in this DevLog :
Take care, and "sea" you next time !
TEAM SEACRET