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.





Once I have the concept, I began to replicate it onto Unity. The first version of the level has the same exact layout of the concept level. The difference were the colors of the terrain and additional enemies. The problem that I ran into when creating the level were the moving platforms. I was not aware at the time when it came to adding multiple moving platforms and assumed it was bugged. So instead, I used one moving platform instead. While there were positive feedback from playtesters, the level was lacking more mechanics from the package that were included. There was also no tutorial UIs to guide the player throughout the level. 


When working on the second version of the level, I took those feedbacks in consideration and was able to solve the problems. Now knowing what to do, I was able to add in multiple platforms. I also added in pressure plates as well and multiple switches that opens the final door of the level. I also included texts UIs to, of course, guide the players throughout the level. 


For the final version of the game, I planned to raise the difficulty a bit, in order to use the mechanics of the game on their own. In my concept level, there will be a maze in the game, however I planned to make it a little simple but still challenging, and add switches in the maze as well to open a door. This would lead to one of the main switches that opens the door to the boss of the level. For the other side of the level is more platform jumping and I planned to have multiple moving platforms in the game. There will also be a great number of enemies making it more challenging as well. I planned for the final boss to be a bigger Chomper enemy and there will be four health crates in case the player gets hit by it.
 


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.


For this level, I made it more difficult but possible to get through the level. I added variety of enemies and obstacles for players to deal with. The game is also linear, but more difficult. Instead of players going one way, players would have to go back and forth through the level in order to get through certain places. This time there are barriers that players can't get through without certain weapons. The weapons that I added in the game are the Super Arrows and the Super Armor. 


I added in the Super Arrow as the first weapon as not only helpful, but also for the player to expect more weapons on the way. What the arrow does is that players can shoot them and have it stick to walls and able to get on them as well. This will help them get through platforms that are out of reach. However, this became a problem when I began to introduced the the Super Armor. 




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.


Implementing the doors is helpful as I use them for dramatic effect for the players to figure out what to expect behind the large doors. When updating the final version of the map, I added in the items right before a problem for the players to solve so they know what items can be of use to them. The players got excited when they find the items that are useful for them to use. The boots to escape from enemies easily and the hoverboard to get over the ravines. The playtesters didn't get far through the level, but if they had, they would've encountered the holy ring which would be extremely helpful against the Minotaur boss. 

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. As for the checkpoints, they are used in places where players are able to get to their goals without having to go all the way back to the start. 









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