Level design

Something that was a bit hard for me as a designer was to make a varied level of our game since only one enemy had been implemented so far. What that meant was that I had to come up with multiple formations that were still somewhat balanced to make it seem that the level is varied.

However, even after I came up with more formations, since the enemy was still the same it just felt off. What I did then was to take the same enemy and remake it’s trajectory path so it flies in a linear path and then making it into a prefab which I could put into our Spawner in unity.

To make it easier for you to understand, this is how the movement looks like for the original enemy.

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The blue line representing the enemy’s movement path.

 

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This is how its movement was originally.

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This was the new values for the new prefab’s movement

 

What this did was to have the same skin for the enemy but it acting like a second one. By putting the values to 0, the movement it had was removed, making it fly in a linear path towards the enemy.

Why I chose to do this was because by having an enemy that shoots the same way, deals the same amount of damage and looks the same, I thought that I could make the player accustomed to it before introducing a stronger version of it. The stronger version being the original one of course.

This made the learning curve more balanced and the game wouldn’t be as frustrating because you wouldn’t have a strong enemy thrown at you at the very beginning. Also having an enemy with another movement allowed me to create different formations for the game, pretty much doubling the amount.

That is how I temporarily solved the balancing of the level design before more enemies were implemented. However, when more enemies are added I would potentially have to rebalance the entire level. Since adding an entirely new enemy into the mix could shake the learning curve up a bit.

About Adam Krantz

2017 Game Design