-
Notifications
You must be signed in to change notification settings - Fork 0
Level Design
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.
There are several key aspects to level design:
- When designing a level, there needs to be a goal in mind (ie, what the player is intended to learn from the level).
- The player needs to be aware of what they can do.
- The player needs to feel rewarded for surpassing more difficult areas of the level
- 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.
| 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 |
Sections of the map where the Robot moves back and forth, damaging the player slightly.
Platforms positioned such that the player can ascend or descend the level by jumping up or down them.
Areas which require the player to zig-zag to get through.
Sections of the map containing a row of asteroid fires. Players must leap over these areas to avoid taking damage.
Tall, thin sections of the map that the player must use to traverse further.
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.
Medium-long horizontal floating bars that the player can use to bypass enemies or damaging obstacles below.
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.
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.
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
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
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
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
- Player UI
- Popup Menus
- Obstacles
- Boss Enemies
- Progress Tracker
- Checkpoint Design and Functionality
- Score System
- Lives System
- Game Background
- Multiple game-level
- Visual Improvements
- Tutorial Level
- Character Design and Animations
- Character Damage Animations
- Player Animation Functionalities
- Player and Serpent Portal Transition
- Pop-up Menus
- Obstacles
- Lives & Score User Testing
- Buffs & Debuffs
- Buffs & Debuffs redesign
- Obstacle Animation
- Background Design
- Level 2 Background Appearance
- Enemy Monster User Testing
- Level 1 Floor Terrain Testing
- Introduction Screens User Testing
- Character Movement Interviews & User Testing
- Sound user testing
- Level 2 Obstacles and enemy
- Story, Loading, Level 4 and Win Condition Sound Design User Testing
- Giant Bug and Purple Squid animation user testing
- General Gameplay and Tutorial Level User Testing
- Level 4 Terrain User Testing
- Game Outro User Testing