Level 7 – Workflow
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In lack of anything better to write, the blog post of this week will focus on the actual workflow following designing of a level. This will show the seventh – and final – level designed for the game. With a high probability that the level will not even make it to the final product, I designed it to test all of the player’s abilities and knowledge relating to the game.
The game is set to feature three types of enemies and three types of power-ups. With Level 7, I decided to include two types of enemies and one power-up so as to not make it too cluttered. Following is a map of the level.
The process of practically making maps in Ambient Pressure follows three distinct stages:
My part has been of the designing aspect. Deciding on the layout for the stage, the hazards and obstacles that come on the way and the general idea behind each idea is processed on paper, as exemplified by the image above, before being sent to our Lead Artist. In discussion with the Lead Artist, we discuss this level and agree on it’s general look and feel (though I must admit, for the most part that in her capable hands). I describe the idea of the stage, any desired hidden routes and so forth, and following this, the Lead Art draws a full image of the map, to be implemented into the stage. Parallel to the Lead Art drawing the stage, I create a tiled map in text file, to be implemented alongside the image into the game. I do this using a program called Tiled, that easily allows fast creation of maps, through which it is then exported into a .txt file. As the programmers have successfully created a collision system that read these files, we are capable to continuously design and create levels in a fairly fast manner.
As easy as it sounds, the actual designing on paper is the most demanding. The level determines a lot about the game itself, and as such it is vital that the levels are in perfect symbiosis with the desired aesthetics. Having received contradicting feedback, this has been more of an issue than expected. Some people playtesting the early stages suggested more enemies and more hazards, while others proposed a concept wherein empty areas to set the mood would more strongly enhance the desired feeling.
It has been hard satisfying both, but with a progressively harder game, I think I have come to the right end result. Comparing level 7 with level 1 and 2 really puts it in perspective, and I truly feel it will give the player a sensation of progression. Assuming all stages will make it to the final product, of course.
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