Design for Magic Writer. Blog post 5, Level Design
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Level Design? Who needs it in an endless runner? Well, it’s more vital than what you think. The week before the Beta and no level design proved pretty stupid. Let’s go through how It was solved. Welcome to another design blog post for Magic Writer! Until last week, we had no one working on level design. When I took the task of setting up the wavesystem (making the monster reset after each wave of monsters), I realized that I had no idea what I needed to implement for the wave changing system because I did not know how the difficulty would ramp. Now, this week we’ve been able to playtest some more, and the feedback went into the level design. This blog’s artifact: Level Design of Magic Writer The Design Document
(Looking at this now, powerups can also be used to change the difficulty. But since it was not considered when making the decisions it is left out for now.)
Monster Health
How quickly a player can defeat a monster depends on the monsters health. This is also relevant because item which crits deals 2 damage, making it more important to choose a fitting amount of health.
Playtesting showed that players did not like increase of health, since they expected to defeat a monster with a certain amount of damage. Monster Speed Playtesting showed that the monsters moved too quickly, making it hard to even get past the first level. Monster Spawn Rate This one is the hardest one to judge. We think the monsters are moving too fast, but that might be because the monsters are spawning too fast. This area is the one who needs more testing to find the right numbers since I think it might be the most important one too. Lenght of Words This was fixed by simply removing the hard words. Later we might implement a way to have new harder words come at later levels. Summary I hope you liked this tour of Magic Writer design and tune in next week for another design related blog post. |
