Space shooter fifth week 10/3
|
This weeks blog post will be about Creating the leveldesign to our game, Desolate Echo. The map of Desolate echo is very important part of the experience of the game and without a well designed and tested one the game will lose a lot of its ”feel”. Me and Joel in my group has together taken the responsibility to handle this crucial task. Leveldesign consists of two major pieces; The layout of the map and the layout of the challenges. In the post I will handle only the Layout. The layout The map layout is on the surface a rather simple task. Basically where each tile is going to be placed. Alas, just creating a playable map is no guarantee of it good quality. The important thing when creating a map is make sure that the player feels that it is of adequate size and spacing. Simply making a humongously large map often has a negative impact on the players experience, even if it fits the game overall. The ”feel” of content is what matters. For desolate Echo this becomes a bit complex. In the design we have chosen the map is meant to feel overall rather empty with large open spaces. This can of course not be delivered by actually making the map overall rather empty. In the picture acompanying the post you can see the final result of the design. The green arrows mark starting point and finishing point. Orange and blue symbols Spiderlings and prowler respectively. The only one left, the red one, is locations where the player will be able to find power ups. The spacing of artifacts is meant to give the player a feel for the empty cave landscape they are supposed to explore but at the same time make the player stay on the edge for unforetold dangers. The prowlers(blue) are the largest of the two enemies. They live in larger cavities and are very territorially. The won’t attack the player until the player gets in a certain range of the prowler. The spider on the other hand will attack the player the moment the player gets within sight, which is bit more than the screens size. Some spiders also only spawns at a rough 50% chance when the player passes by their spawning point. If you hoped to read more I have to make you sorry. With these two short sentences I managed to fill the 400 word requirement and is going to bed instead.
|
