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Level Design

default-jamc edited this page Oct 17, 2021 · 2 revisions

Purpose

Multiple levels within a game usually implies that the levels are becoming increasingly harder, introducing the player to a new area, or progressing a story. In accordance with our Design Guide, the levels should get progressively difficult and require the player to utilise different movements to get through them.

Level Design

There are several key aspects to level design:

  1. When designing a level, there needs to be a goal in mind (ie, what the player is intended to learn from the level).
  2. The player needs to be aware of what they can do.
  3. The player needs to feel rewarded for surpassing more difficult areas of the level
  4. The level should have balance: after a difficult segment, there should be an easier section to allow the player to catch their breath.

Effective level design makes use of all of the dimensions it has as it's disposal. For a 2D platformer, this means that the map should have both horizontal and vertical areas.

Map Enemies & Damaging Obstacles

Name Description Documentation
UFO The UFO deals little damage, but it chases the player and drags them if they get too close. Players can choose to use the UFO to gain height in the level, at the expense of their health. UFO Wiki Page
Robot The Robot moves back and forth horizontally and deals damage to the player upon collision. The player must dodge the robot to avoid taking damage. Robot Wiki Page
Asteroid Fire The asteroid fire obstacle is stationary, and deals damage to the player upon collision. Asteroid Fire Wiki Page

Map Characteristics

Robot 'Areas'

Sections of the map where the Robot moves back and forth, damaging the player slightly.

Climbing Platforms

Platforms positioned such that the player can ascend or descend the level by jumping up or down them.

Tunneling

Areas which require the player to zig-zag to get through.

Asteroid Fire 'Areas'

Sections of the map containing a row of asteroid fires. Players must leap over these areas to avoid taking damage.

Pillars

Tall, thin sections of the map that the player must use to traverse further.

Long Jump

Two (or more) sections of the map separated by a large gap. In order to pass this, the player must know how to Double Jump and / or Sprint Jump.

Horizontal Bars

Medium-long horizontal floating bars that the player can use to bypass enemies or damaging obstacles below.

Climbing Blocks

1 x 1 floating blocks that the player climbs up or down to traverse the map. This obstacle is similar to the Climbing Platforms, but the player must be more precise with their jumps.

UFO Jump

Placements of the UFO which are intended to allow the player to choose if they wish to use the UFO to gain height. UFO Jump sections allow the player to bypass difficult or time-consuming areas, such as Tunneling.

Level One

Goal: Familiarise the player with the controls introduced in the Tutorial. The level should be difficult enough to be interesting, and introduce players to the map elements they can expect in later levels.

Difficulty: 3/10.

Movements: Walk, Run, Jump, Sprint.

Obstacles & Enemies:

  • Robot
  • Asteroid fire
  • UFO

Characteristics:

  • Robot 'Areas'
  • Climbing platforms
  • Tunneling
  • Asteroid Fire 'Areas'
  • Pillars

Level Two

Goal: Allow the player to become proficient using the controls from Level One. This level should be more difficult, requiring the player to know what certain enemies do in order to complete the level. The player will need to be able to time double-jumps and know how to sprint-jump.

Difficulty: 6/10

Movements: Walk, Run, Jump, Sprint, Double Jump, Sprint-Jump

Obstacles & Enemies:

  • UFO
  • Robot
  • Asteroid Fire

Characteristics:

  • Climbing Platforms
  • Horizontal Bars
  • Pillars
  • Asteroid Fire 'Areas'
  • Long Jump
  • UFO Jump

Level Three

Goal: Introduce the player to more involved controls. This is the final level where any new enemies, obstacles, or movements should be introduced. The player will benefit from Rolling in some areas.

Difficulty: 8/10.

Movements: Walk, Run, Jump, Sprint, Double Jump, Sprint-Jump, Roll

Obstacles & Enemies:

  • UFO
  • Asteroid Fire
  • Robot

Characteristics:

  • Climbing Platforms
  • Robot 'Areas'
  • Pillars
  • Tunneling
  • Asteroid Fire 'Areas'
  • UFO Jump

Level Four

Goal: Allow the players to attempt a more difficult version of Level Three. Level Four will be more fast-paced, and will require the player to make more precise movements to get through it.

Difficulty: 10/10.

Movements: Walk, Run, Jump, Sprint, Double Jump, Sprint-Jump, Roll

Obstacles & Enemies:

  • UFO
  • Asteroid Fire

Characteristics:

  • Climbing Blocks
  • Tunneling
  • Pillars
  • Horizontal Bars
  • Asteroid Fire 'Areas'
  • UFO Jump

Table of Contents

Home

Introduction

Main Menu

Main Game Screen

Gameplay

Player Movement

Character Animations

Enemy Monster Design and Animations

Game basic functionalities

User Testing

GitHub Wiki Tutorial

Game Engine

Getting Started

Documentation

Entities and Components

Service Locator

Loading Resources

Logging

Unit Testing

Debug Terminal

Input Handling

UI

Animations

Audio

AI

Physics

Game Screens and Areas

Terrain

Concurrency & Threading

Settings

Troubleshooting

MacOS Setup Guide

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