270 pt2
Reflections
What steps did you take in designing the layout and structure of your tutorial level?
The steps that I took for my level design was for the player to get to know the mechanics with a short map so that they can learn as they go rather than having a big map layout and introducing it in the middle of it. The map is in a forest leading to a mountain, in the map you will see rocks, trees, lily pads, rock platforms and grass.
How did you ensure that the level progression made sense for the player and introduced the core mechanics effectively?
In the first map the player was introduced to the jumping mechanic and the environmental hazard mechanic. The player used “jump” to go across the water with lily pads and also go to higher elevation jumping platform to platform. The Environmental Hazard part is if the player enters the water they will drown and respawn back. The second map introduced to the player another mechanic being platforming the player has to wall run onto platforms to get across the map, also with platforming sliding was part of the map having the player slide under tree logs to go pass a section of the map.
Why did you select the specific environment for your level? How did it align with the gameplay experience you wanted to create, and how did it serve the overall theme or narrative?
I picked a forest because it has a more scenic environment and also has more space to add challenges to the game. It aligned well for the fact that the player is using items from the forest to get to where they have to go like the lily pads and rock platforms. Both of the maps served the overall theme by having natural things implemented and also the forest being connected to mountains is something realistic.
How does the chosen environment support and enhance the core mechanics you introduced in your level? Were there specific design elements that reinforced these mechanics?
Incorporating natural elements like rocks, water, and fallen logs adds variety and challenge. For example, players must slide under logs or navigate around rocks, reinforcing their movement and navigation skills. The player once getting to the mountain portion can see that wall running is the only way they can go and proceed through the level. The first level enhances the mechanics by having the lily pads placed so that the player can jump across no problem.
What kind of feedback did you receive during the development of your Annotated Map, and how did it influence the changes you made in your design? How did this feedback help you refine your level?
The feedback that I received on my map was pointing out with arrows when the player is going higher in elevation. The other type of feedback I received was making the background of the map green to make it look like the player is in a forest then just the default color the website provided. I got lots of feedback for my map and it did influence changes by me adding and deleting items from my map to get the best for what my map can look like with all the improvements.
What circulation patterns or pathways did you design to guide the player through the level? How did you ensure the player’s journey was logical and easy to follow while also maintaining engagement?
For my level the pathway is quite simple just having the player follow where they need to go and their are tricky paths but only two ways where for instance in the first map the player is met with the lily pads but they lead off to two paths but one leads to the exit and one you meet up with a deadend. The same way goes in the second portion where the player is met with a wall run when they arrive at the mountain but same thing goes where if the player were to go to the right side they will be met with their doom but if they go to the left they will go directly to the exit of that portion.
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