Level Design
3D GAME LEVEL DESIGN
For my final assignment, I have to build a tutorial level in Unity using a package from Unity itself.
Like the last level design assignment, I drew a concept level to convey what I'm going to implement in the actual level. Since it's only a tutorial, I made it simple enough for players to learn what mechanics are there.
MEGAMAN LEVEL DESIGN
In this assignment, I was tasked to make a level design using the Megaman Level Maker.
The first level was very linear which started off with the player being introduced with a temple in front of them. Once they enter the temple, they have to go through many obstacles in their way to reach the end of the map where they get their reward. Since the map is linear, it was easier for the players to get through the level without getting confused.
The people that were playtesting the first level find it challenging, but is simple enough to accomplish. However despite that, there were still something to work on more. One playtester suggested that having the health being near the checkpoint felt cheating. Another suggested to have a breakable block in the last stage to indicate the player to expect more breakable blocks later on. Once I got the feedback from the playtesters, I began to improve more on the first level. I also added in doors and keys to make the game more challenging which really help. By listening to what the playtesters were saying, I was able to fixed the level. Once that was one I moved on to the second level.
With the Super Armor, players are able to double jump and the gun damage is increased. This became a problem throughout the game as it felt way too powerful, making the Super Arrow useless. This was heavily used as the game requires the players to use it to progress the game. In order to balance it out, I tried to make the platforms more challenging at least.
Once the level was complete, I had playtesters play the game. One playtester enjoyed the level until they weren't unable to progress due to running out of arrows. Another playtester on the other hand enjoyed the level. The one suggestion they had is to have an arrow placed to indicate where the player needs to go. To improve this level, not only do I need to use the suggestions the playtesters had, but also make the level more balanced.
D&D MAP LEVEL DESIGN
For this assignment, I have to design a D&D Level Map with playtesters named Yasmine and Joseph. Before playing the game, they must first choose a class. Yasmine chose the Warrior and Joseph chose the Rogue. The challenges that are presented to them are appropriate enough to get past through as if it is a tutorial system. As the level progresses, the enemies gets more difficult. Because of how linear the map is, the playtesters are able to get through without having trouble figuring out where to go.
The changes I made from the first version were getting rid of many dead ends. I have pathways that lead to either a dead end or enemies. So instead I have the pathway more linear with no dead ends at all. Another change I made is the second ravine which is smaller, leading me to change the size of it to make it challenging for the players. I also included doors, keys, items, and checkpoints as well. One door is added to reveal what kind of boss the players will be dealing with and another door to reveal the reward for the players. Each keys are used to unlock both of these doors.
During the gameplay, they were able to get past through enemies with ease and able to pick up items along the way. Not only that, they also have to deal with obstacles and able to get past them as well. They also notice as the level progresses, the enemies gets harder, so it is also challenging for them. The first problem that we encounter are the ravines. To get past a ravine, they need a magical hoverboard to get over them. However, the magical hoverboard only appears on the second ravine, so I simply have it move to the first ravine instead. Another problem that I only encounter and not from the playtesters themselves are the placement of the checkpoints. Since the first checkpoint appears before the second ravine and if the players gets killed by the enemies, they'd be sent back all the way to the first checkpoint and must deal with the huge ravine.
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