๐ฎ Level Design Progress #1 – Dante’s Inferno Judgment System
The Quest Log: Gaming for Learning & Fun
๐ Current Development Progress
For this progress checkpoint, I focused on building the foundation for my individual level within our group project. My level introduces players to the structure of Dante’s Hell and teaches them how to classify souls according to the sins described in Dante’s Inferno. The goal of the level is to prepare players for the core gameplay mechanic used throughout the game: judging which circle of Hell a soul belongs to based on their actions in life.
At this stage of development, the level structure and narrative flow are fully implemented in Twine. Players begin with an introduction guided by Virgil, who explains the purpose of their task and the overall structure of Hell. This introduction establishes the narrative context and helps players understand that Hell is divided into nine circles, each representing a different type of sin and punishment.
After the introduction, players encounter a structured explanation of the game mechanics. They learn that each soul will present their story, and the player must decide which circle of Hell the soul belongs to. Once a decision is made, the player will receive feedback explaining Dante’s reasoning behind the correct placement.
๐บ Designing the Structure of Hell
To help players understand the hierarchy of Hell, I created a section that visually introduces the nine circles:
Limbo
Lust
Gluttony
Greed
Wrath
Heresy
Violence
Fraud
Treachery
Each circle is associated with a short description that summarizes the type of sin punished there. This serves as a reference point for players before they begin making judgments.
I also implemented a toggleable “Map of Hell” reference panel that players can open at any time during gameplay. This feature allows players to quickly review the structure of Hell while evaluating different souls. From a learning perspective, this supports recall and reinforces the classification system central to Dante’s narrative.
๐จ Visual Atmosphere and Environmental Design
One of the design goals for this level was to create a strong visual atmosphere that reflects the themes of each circle of Hell. To achieve this, I developed unique background environments for every circle. These images are meant to reinforce the emotional tone and symbolic punishment associated with each sin.
Examples include:
A somber, mist-filled landscape for Limbo
A violent storm and chaotic environment for Lust
Filth and decay for Gluttony
Mountains of gold and treasure for Greed
A violent battlefield for Wrath
Burning tombs for Heresy
Rivers of blood and brutal landscapes for Violence
Twisted infernal cities for Fraud
A frozen wasteland for Treachery
These visual environments help support immersion while also reinforcing the educational component of the experience.
๐ง Current Implementation Status
The following components are currently completed:
Level introduction and narrative setup
Explanation of Hell’s structure
Game rules and player objective
Toggleable “Map of Hell” reference panel
Visual background environments for each circle
Twine flowchart structure connecting all passages
The core structure of the level is now functional and navigable within the Twine prototype.
๐ง Next Steps
The next phase of development will focus on implementing the interactive gameplay elements. This includes:
Writing individual soul judgment scenarios
Adding player decision options for each case
Creating feedback passages explaining Dante’s reasoning
Implementing a score or progress tracking system
Conducting initial playtesting with teammates.
These additions will transform the current narrative prototype into a fully interactive learning experience.
๐งญ Reflection
At this stage, the level successfully establishes the narrative framework, visual tone, and instructional structure needed for the gameplay system. The next step will be expanding the level with judgment scenarios that challenge players to apply what they have learned about the circles of Hell.
Overall, this checkpoint confirms that the core foundation of the level is in place and ready for the next phase of development.
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