3D Game Level 2 v1 (5/1/23)
- What went right with my level was the mobility and the details throughout the map. Nothing felt cluttered and players were able to have ample space to roam around the map and find their way around. Something that I felt went very well was the structure of the medieval castle that would have the player actually enter a castle and explore through it while trying to avoid or fight some enemy knights that are guarding the castle. What went wrong with my level was the moving platforms, they could definitely use some updating and a little more of a challenge. The first moving platform was used as a player movement device, but there is no punishment while riding it. The other moving platforms seemed like they could definitely be tweaked around especially the last moving platform since I saw a lot of players struggle to reach it, but I can adjust the scale of the platform and think of something that can still be challenging because I do not want to make it that easy for the player. I wanted to create a sense of difficulty for players but not extremely difficult. In the end, the level should be based around an intermediate level so there must be some sort of difficulty implemented and the moving platforms did their job.
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First obstacle of enemies within the castle
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- Something I could improve with my level would be the forest area. Some players mentioned that I could input a hidden switch to unlock the hidden door that players would have to find. There would also be a few more chompers that will be added so it can create a more intense field of play for the players. The challenges were presented appropriately well to the skill levels of all the players. They were all able to catch on quickly what obstacles would punish them and try their best to reach checkpoints. The most challenging part of the map for all players was the moving platform area after the forest, it can definitely be tweaked around, but for the most part, it gave the players a sense of difficulty. Players did enjoy the difficulty of the moving platforms area but did recommend me some things to improve, like adding on a ledge towards the last jump so it can be easier to view once they are going for it. One player was struggling the most in the moving platform area so things will definitely have to be adjusted.
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The dark forest that allows players to explore to try to find the next room |
- The critical part was pretty obvious for the playtesters and not one player was confused about where to go, besides the forest area since that area is managed for players to be free and explore around the forest to find the moving platform room to continue pushing forward. The overall flow of the map felt pretty clean and all of the players were able to reach the final boss fight and eliminate the boss to feel rewarded. As far as circulation elements, there were moving platforms that were used to transport players from one spot to another quicker. It was pretty obvious where players were supposed to go since the map was pretty open, but still had a proper pathway of the way to go and all of the players were able to understand it and follow the pathway. All players enjoyed the castle aspect of the game and loved roaming around the castle and down the stairs. I just have to fill in the gaps where things feel empty and create a little more of a 'difficulty' aspect in parts where it feels a little bland than others. Overall, the level design turned out great and the game flows nicely.
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The final boss fight! |
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3D Game Level 1 v2 (4/17/23)
- What went right with my level was definitely the improved and baked areas of difficulty like the acid jumps, where prior had the players phasing through the jumps which were not baked properly. Another thing that went right was the checkpoint system and respawn system which had players actually spawn at their last reached checkpoint which is good. A successful new and improved area was the moving platform's final area. It was able to create a final difficulty stretch for players to experience. All of the players enjoyed the added moving platform feature because if you don't manage to land, you have to pay the price and fall into an acid pit and restart the area. What went wrong was players phasing through the moving platform which moved up towards the end and players were forced to go under the map and purposely touch the acid to get out of the room they are not supposed to be in. This moving platform feature could be adjusted or have it so the space for the moving platform that transports up, can be larger, so the player can have a bigger space to jump on the moving platform.
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New and improved acid parkour area (Could be larger based on feedback) |
- Something I would improve to my level would be adding on to the acid parkour area and adding in more jumping platforms and perhaps some moving platforms to spice things up. All of the players liked the idea of the acid parkour area, they just mentioned that they would like to see more of it to be expanded. Where ever I would see players have the most fun, which was the moving platform parkour area, I would definitely expand that concept and would even add some twists like faster-moving platforms or even trying to dodge obstacles. Another thing I could improve for my level 1, would be having a set variety of enemies and not having two types of enemies together. I could have one set of enemies only and the start and can have chompers in another.
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(Room for Improvement) Space can be larger for player to properly jump on moving platform. |
- All of the basic challenges were presented appropriately to the skill level of all players. Since it was level one, the map was not extremely difficult and all of the players were able to grab the basic skills very quickly. The main critical path was obvious for all players and not one of them got lost during gameplay. They were all able to distinguish which way they were supposed to roam through and they did not go in a backward motion. The overall flow of the map went well and all of the players did not find themselves falling into a ditch where they would be extremely stuck and unable to move forward through the level. The enemies and jumps were all placed in their proper places and had the player engaged in melee combat while trying to dodge acid pits.
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Player is introduced to the moving platform area. |
- As far as circulation elements went, there was not any type of ladders instead, there were moving platforms for the players to be patient for them to arrive then they would jump on them from point A to point B. The moving platforms were a great addition to the map and kept the players engaged. It was obvious where the players were supposed to go, one major key for them was to be able to collect the checkpoints so it would signal to the players that they are making good progress through the level. But overall, no player got stuck funneling through the level and did not struggle to search for the next nearest destroyable door. This time around, the players did enjoy the improvement they saw in this map compared to the previous version.
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Final Stretch to end the level. |
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3D Game Level 1 v1 (4/10/23)
- What went right with my level one was the sense of direction for the players. Not one of them got lost, nor traveled in a backward direction. They all were able to push forward through the level and were all able to reach to the final ending. What also went right was the enemy placement throughout the map, all players were able to get hit with a decent amount of damage and provide some intensity to the level. All enemies were placed very well, especially toward the end with the maze-like area where there would be an enemy waiting for their opponent to turn the corner and they start their attack. What went wrong with my map were a couple of things, first of all was the acid area which had some jumping blocks. Some of the blocks seemed like they were not properly baked, so I just have to manage around that and think of something else that the players can avoid the acid. A player mentioned that I should add in a moving block, which does sound like a great idea. Another thing that went wrong was the respawns, the player would respawn right where they were eliminated so that has to be fixed as soon as possible. Something that went wrong was also the checkpoint system, it was being coordinated in game and the players were not able to save their checkpoints. The checkpoint was there, it just needs to be adjusted, fixed, and have some sort of UI that the player has reached it.
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First Acid Jumps with Enemies Included |
- Something that I would improve with my level definitely is make it larger for sure because it needs to feel like a real level 1. Right now it kind of seems like a basic tutorial level and could be added on for sure. I could possibly add more of the acid jump type of areas and make them more difficult each time. A second level would also sound like a great idea for players to roam through and have more challenges at hand. Something I also need to definitely improve is the respawning and checkpoint mechanics. The players need to respawn in their proper locations rather than just the spot where they were eliminated. A bit of UI would also guide the player what things are and when they have reached the end of the level. The challenges were presented appropriately to the player, and they were all able to catch on fairly quickly what things are and how to counter/attack things. The enemies were able to successfully guide the players on how difficult the first level was, but it was not that extreme.
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Acid Parkour |
- The critical path of the level was very well done and no player fell behind, got stuck, nor went toward a backward direction. They were all able to funnel through the map smoothly and were all able to reach to the end of the level successfully. The overall flow of the map felt well done and the players enjoyed the flow of the map. The play-testers enjoyed the basic obstacles and enemies that were available. As far as circulation elements, there were not any placed and the only way that the players would have to get through another side of an area was destroyable blocks. It was pretty obvious were players were supposed to go and they were all able to read exactly where to go. Navigation on this level was extremely easy and all players were able to flow through the map really easy. No player got stuck as far as where to go and they all completed a forward progress motion towards their goal.
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Maze Area with Hidden Enemies |
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