As the times grow shorter…
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Hi all! This has resulted in my attention being shattered and the fact that I have been forced to rely more on my team than I’m used to. The work for this week have been cleaning up the map so that it’s not just a maze anymore and fixing diffrent things regarding our Game Design Document. But that is not something that I want to dwell any deeper in, so I’m going to focus on the map part.
Above you can see how the map in the Beta looked. As you probaly notice, the major part of this map is tunnels. And that was one of the things that the people that tested it found most annoying and redundant. With all the tunnels and so few caverns it reminded people of a maze and not of a cave system. So with this in mind we started redesigning the map. And with we, I mean me and my teammate Ludvig asell as input from our other teammate Peter. We looked as the previous map (Above) and discussed what problems that it encompassed. The first major problem were the fact that our enemies in the game had become thougher then we had intended them to be in the beginning. Then we had the fact that people couldn’t navigate the map without feeling lost and confused by all the diffrent twists and turns that it had. Finally we had the fact that our mechanincs had changed since we first designed the Pre-Alpha. So after a lengthy discussion about these three major problems, and a few smaller ones, we started to redesign a map with more caverns and fewer tunnels. We also had to make it clearer how the player would start and travel on from there. We started with placing the Start room aswell as the End room, so that the player would have defined places to start from and go to. Then came the diffrent caverns that would house the monsters that the player will encounter on their way towards the end… Lastly we placed the tunnels that is only there to connect the caverns to eachother and to be the home of some small critters that might endanger the player. This reluted in a whole map than the first one. ![]() As you can see, now the map has a more open feel with less thight tunnels and more big caverns. This combined with our light-mapping, soundtrack and enemies makes for a much better and more enyoable playing experience. Well this has been it for this week, and next will be the final touches on the game aswell as the big presentation that will be something new to experience. So to all that might read this, I wish you a good day (or night) and hopes you return next week for my final post for this project. Joel Sarkar – Nilsson, 10/03/2016, 21:28 |

