Blog 16-02-2017 Daniel Ahlberg Game Design 2
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What i have been doing and testing the levels for the alpha build. The first thing i did was to divide the level into three parts, where each part introduces the new enemies for the player. There are three enemies that we are going to use in level, all introduced through three parts. This way the player can see the new enemies and get an idea of their behaviors and how they react and work together with other enemies. All of these are placed into the game through the a spawn wave prefab which was created in the game by the programmers. I wanted the introduction of the enemies to follow a formula, with an enemies to be introduced and then be challenged with two enemies on top of each others.
Part 1 The first thing i did was putting the main character right up front of with the first enemy. This way the player must either dodge or shoot the enemy to get away from the bullets shoot from him. In this point the player learns at least two things and maybe more. -Enemies shoot in funny patterns
– The movement and the feel of the main character
– And if he gets shot he then also learns that the player turns red for a while.
– And if he shoots the enemies the enemies turn, red indication that red taking is damage.
The player then either continue to shoot down the enemy or he continues to dodge them, if he picked the latter the player is going to learn that it is not a good idea to pick the dodgin route, because after the first enemy there is a spawn of two enemies. Here the player learns that: -enemies can come in more than once in a wave,
-if the player don’t attack and try to kill the enemies more of them will come more bullets.
(part 1 in visual form, P is player, E1 is enemy type 1)
Part 2 The second part of the level of enemies come just after the first. It starts with the a new enemy type attacking in the centre, shortly after that the same amount of the first enemies from the second way. Here its introduced to the player: -The new enemy type.
-More than two enemies can appear on screen
(Part 2 in visual form, E2 is enemy type 2 and Pu is power up)
Part 3 After that the final wave of enemies starts. It starts with an introduction of the third enemy, just like the introduction of the first and the second enemy, the enemy will appear in front of the player going forward against the player. Right after the player defeats the third enemy type, the player gets to meet the new danger of three enemies going at him, two of the second enemy type and one of the third enemy type. The point of this spawn is to be the climax of the level, with the hardest enemies confronting the player with the hardest challenge. (part 3 in visual form, E3 is enemy type 3)
Power ups in the Level. The power up in the levels are used twice in the level, it is introduced in the second part of the level with the big cluster of bullets from the first and second enemy, and at the end in the third part helping with the all the bullet coming the ways. |


