Blog 02-03-2017 Daniel Ahlberg Game Design 2

Hey folks reading this, Daniel the designer of team Pricolici here.

This blogpost i Will be explain the design behind the level of the game. If you read the second blog you know that i have already discussed the level of the game, but the first level that was designed for the alpha, and not for a complete game.  

 

There are two rules for me creating an level for the game.

 

  • I can’t have the exact encounter twice, there have to be different in some way.
  • The level, the part of an level And encounter in some way the encounter must follow this patterns

 

Graph.png

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First part of this blog is dividing up the level´into the picture up there:

First level is going to be divided into three.

The introduction

 

The Escalation

 

The Chaosing.

 

The introduction introduced the Word of Day of the Pinata and introduce the first basic support enemies and lust which is the first enemies that is main. On the map it would be around here.

Part1.png

 

The second part is the Escalation, which is going to Escalation the number of enemies and the enemies patterns in the game. On the map this part would be right here.

Part2.png

The third part, The Chaosing is the escalation of the escalation. Its going to be the the big bang climax of the level, on the map it’s supposed to be right here.

Part3.png

Thus as the level has ended.

 

The second part of the blog is the dividing of the part of the level, which is the Introduction:

 

In the introductions  the start of the level is going to be second weakest enemy, right in front of the player coming at the player. As the first rule say the next enemy can not be same as the first.

Part1.png

the middle of part of the level is going to be the introduction of the first main enemy with the name of: Lust.

Just like the first enemy it’s going to be introduced around the middle of the screen.

Part2.png

Thus the part come the last part of the game, now this is the place that introduces that enemies going to be in three, escalating the enemies and bullets, ending the level and the climax of the introductions part.

Part3.png

 

About Jarl Philip Daniel Ahlberg

2016 Game Design