During week 4, I built yet another level. After spending so much time on the third level, I once again revisited what I should put as the main focus for the level - which came back to platforming. The enemy turrets in the level that I created, for example, were merely annoying rather than challenging. I think this was because I added them as an afterthought, rather than as a focal mechanic. So this week I started designing the level on paper first.
The above image is the final design of the level, after several different iterations. I went through several basic ideas, while also building on the mechanics that I had tested in the second level I had built. With this level, I wanted to test platforming and grappling proficiency above all else, as well as offer the player an opportunity to play around with the mechanics in a fairly open area. Extra mechanics (like making grappling hooks descend on button press) or moving blocks were introduced and added in order to vary up the different types of challenges. The level was changed back to a much more linear structure, with small sections of variance in moving left/right and up/down in order to progress (like button presses). I felt like a more linear structure would help my design skills improve faster, as I did not have to worry about players moving around unpredictably, and could offer a more responsive and interesting level. I put a lot of thought into designing this level, concepting several different stages until I felt they were appropriate. I am continuing to learn as much about level design as I can as fast as I can, and I feel like the result was a lot better than last week’s level. The initial response to it was very positive, and I continued building on it, adding some puzzles (though not as many as the previous level) and more platforming challenges. Using platforming alongside the grappling hooks proved to be a very entertaining component of the game, and required most of the team to attempt some sections in the level multiple times. Some of these issues were due to my inaccurate placement of grappling points and platforms, resulting in hard-to-complete jumps or movements that were impossible without getting used to mechanical quirks. The entire level layout and development took a few days, and then testing was required in order to get the level ‘feeling’ good. In preparation for the submission, however, we needed some extra, smaller levels. Both Dylan and Josh created smaller levels that showed off the other mechanics that we have in the game that I did not put into the levels. In week 5, I will again alter my approach somewhat as we enter beta phase. Rather than focusing on solely mechanics, there will also be a ‘theme’ to each level that connects to the world. The team discussion on Monday will involve deciding what the theme of the first world will be, and then the five levels that make up that world. From this point onward, level design will be more directed, with clear visions laid out for each level that is backed up in their design. Because we have the level select framework and the holo room complete, (mostly) implementing world-switching is the last main system to address.
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September 2017
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