Skip to main content

3D Level 1 V2 Changes and Feedback

  My level underwent some drastic changes between v1 and v2, I ended up scrapping my v1 and starting over as I believed it didn’t provide a good foundation for me to build upon, but that some of the encounters I made could be reused.


Overall I think my changes made a significant positive impact on my level. For starters, I separated individual mechanics into their own sections where they could be introduced and interacted with at a steady pace, so as to not overwhelm the player. This structure was fun to work with because it was very modular and I could easily design short but fun challenges for the player to overcome with breaks and checkpoints in the middle. This also made the critical path of the level extremely easy to follow, as the Player was always looking for the exit door in every room.


Some mechanics I thought were implemented well were textboxes, Chompers, Switches, and Doors. I implemented some text boxes that helped the player know what to expect, as well as provided some good pacing to my level as players would slow down to read the messages between platforming and combat challenges I also created a character through these textboxes named <SYSTEM>, who acted kind of like GLaDOS in the early sections of Portal, providing the player with guidance as well as the sense that they were being tested. 


When placing the chompers, I deliberately rotated some of them so that they would be facing away from the player when the player approached them. This demonstrated to players that Chompers had a “blind spot” that could be exploited to sneak up behind them for a free hit. My players were able to pick up on this. Meanwhile, the doors and switches added a more cinematic feel to the level I was told by my players, as each transition room has a door that must be opened with a nearby switch.


One mechanic that did not go as well as I thought it would was the Acid challenge room.  I used the acid not just as a death pit to fall into but as blocks that would kill you on contact. One such challenge was that the player had to jump through a crack between two acid blocks, but the crack ended up being difficult to get through as it was pretty small.


Annotated Map of the Boss Lead-Up Section


In the lead-up to the boss battle, I plan to challenge the player by presenting them with a gauntlet style challenge consisting of all the mechanics they’ve learned about so far. I’m excited to use multiple mechanics at once and see how they can interact with each other! One idea I had was to again combine the moving platforms with the acid, but this time have a series of platforms rising and sinking in and out of a pool of acid. I think this will make for an interesting and intense timing challenge! I also like the idea of using Spitters as “turrets” of sorts by placing them outside the player’s reach, forcing them to dodge the Spitter’s projectiles as they take on other challenges. One other idea I want to expand upon that I’ve used already is using the doors as platforms that rise up out from the acid. I don’t know if I can place the AI enemies on top of the doors and have them be pushed by them, but if so I’d like to have a section where platforms rise up out of the acid with enemies on top of them that must be defeated.


I plan to introduce the boss arena with two giant imposing doors. I believe that this approach will really catch the attention of the player as it will stand out against the geometry of the rest of the level. The scale of the doors will also hopefully make the player’s expect something big and grand to be inside of it.



Comments

Popular posts from this blog

CAGD 370 Blog Post 1

  In CAGD 370, my new group and I have just started working on a new project currently titled Thunder Vault! It’s a 3D Platformer where the player has to rely on their pole vaulting skills and momentum-based physics to clear levels as quickly as possible! Andrew Kostlan is the Lead Designer, Anish Neupane is the Producer, and I am the Programmer of this project. In our first 2 week sprint, We’ve set up our backlog, developed and tested our paper prototype, and created our Unreal Project File and set up Github Version Control from within the project! As the Programmer, I was the one to set up the Unreal Project this week. I chose Unreal Engine version 5.5.3 since it’s the latest release, so that we’ll have access to all the latest features during development. The next thing I did was set up Git Version Control within Unreal. I recently purchased a new computer, and didn’t move over anything from my old machine so that I could have a fresh, uncluttered start. A consequence of this th...

CAGD Blog Post 3 - Thunder Vault Kinesthetics Playtest!

  Sprint 3 of Thunder Vault’s development has ended! This sprint has been a pretty exciting one, with our first digital playtest, some good feedback, and a lot of big changes to come! Starting with the playtest, we had the player set up in a simple level with some obstacles to vault over and walls to bounce off of. I wanted to give the player some kind of goal, so I made an enticing tower in the middle of the level that required 4 increasingly hard jumps to ascend. This proved pretty effective! All of the playtesters that I watched tried multiple times to climb the tower, although I think I was the only one who was able to reach the top sadly. This indicated to me that while the mechanics felt comfortable to me, they were not nearly as intuitive for our playtesters. We also lacked any kind of tutorial or how to play section, meaning we had to explain the controls to our testers verbally. I would like to somehow design our next level in a way that encourages the player to explor...

CAGD 370 Blog Post 4 - Second Playtest!

  This sprint has been quite an eventful one! To start off, I revamped the pole-vaulting mechanics for this sprint’s playtest! I started by creating a new enumerator that would allow me to create different “stages” of the pole vault. The first of these states is the “Ready” state that the player begins in. In this state, you can see a red line trace that shows where your pole is going to be planted. In the previous version, this was only visible when the player held down left click. Now, by pressing left click, the player “plants” their pole and enters the next state. Pole Vault Ready State Next is the “Planted” state. In this state, the player’s pole is anchored to wherever the line trace connected to when they entered the state. If the player moves too far away from the anchor point, they go back into the Ready state. But as the player moves closer to the anchor point, they move more slowly. This is to simulate the resistance of the pole “flexing” as the player moves closer...