Week 3 During Week 3 I learnt a lot about level design. Over the 5 days, I completely redid the second level, focusing on a different type of approach. The original version of the first level was much more linear. It followed a straight path, requiring players to complete the puzzles in a linear fashion. I have changed my approach to level design for this type of level; mostly because of the way the grappling hook works. How the Grappling Hook influences level design philosophy The grappling hook is a movement ability. This means that the player will want to move around as much as possible, because the hook is an alternative to normal movement. Because grappling movement allows the player to move in a large circle, spaces have to be much larger. This meant that the original level that I designed felt underwhelming compared to the ultimate ‘grapple fantasy’ that the player could experience. Only progressing along a linear path means that the mechanic becomes severely underutilised. I have altered the approach in this level, to cater to the idea of moving around freely. Where the previous iteration started the player and forced them through a linear ‘gauntlet’, this approach is more open. The green cubes above indicate the presence of a goal, and the red colours are hazards. This colouration was added as part of making the area more open, as it indicates to players what the object on top of the platform is. The pattern will also likely be changed or altered to compensate for players who are unable to distinguish that particular colour. The block-red boxes indicate the presence of switches, and the player will need to hit these to progress. Originally ordered, the buttons have had required ordering removed as part of assisting the flow of play. Requiring players to hit buttons in a particular order is an interesting but ultimately tedious mechanic if done repeatedly.
Each of the puzzles has a particular focus; one introduces the player to the mechanics by requiring the player to move out of cover to hit the buttons before the turret shoots them. The second puzzle requires the player to swing between platforms hitting the buttons while a pair of turrets shoots at them. The third puzzle (and the final on the first stage of this level) is a platforming challenge that requires players to make accurate jumps to progress, and buttons ordered from bottom-to-top. There are two platforms on the second level; one introduces laser walls and the other requires players to grapple around a central object. Because this level will eventually become the first level of a world, multiple mechanics are introduced in this level that will be expanded in later levels. In particular, I have an idea for further development of a level focused around the ‘central object to swing around’ idea, with multiple mechanics used in tandem to make it even more interesting. Changing the design of the entire first level will come later on, but the iteration on top of the second level has been successful thus far. The level feels more open and entertaining to play now, rather than a linear trudge. While the level can be completed extremely quickly, there will likely be additional puzzles added to flesh out the content further.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. Archives
September 2017
Categories |