Wednesday, April 26, 2017

3D Level design

So for this assignment I created a level in 3D. The program I used was Unity, a game engine developed by Unity Technologies. The level was supposed to be a 3D platformer, that's also in the third person point of view. For this assignment, we had to create a tutorial level that had the player get from one side to the other. My level was pretty simple, you run to the first platform, go up the ramp, jump on the pillars, jump down, then run up the ramp with one more tricky jump in there to catch the player off guard. Overall I think the level went very well, there were many great things about the level, and bad things as well, but I think it went well.

There are certain aspects about my level that a lot of people enjoyed. First of all, the simplicity, and easiness, of my level. This is supposed to be a tutorial; level, so I made it short, simple and easy, so that was people can get through it without many issues. The pillars in my level were a hit or miss, some people like the pillars, while others think that it should be changed, but overall, they liked the challenge of the pillars, and think that it should stay. Everyone also commented on the camera as well, saying that they liked it, but it should be changed very slightly.

There were things that people didn't like either. Some said that the level was too short, and that it should be longer, in which in my opinion, this is just a short little test level and shouldn't really be that long. Some people also said that the pillars should be slightly wider, so that way they can jump onto it easier. They also suggested changing the camera a bit, just so that it's angles in a way so that it's easier to see the platform. The last thing that everyone else suggested was to create some form of checkpoint so that they don't have to keep restarting all the time.

I had lot of issues when creating this level. The first thing was that I had no idea what I was doing the entire time, but due to the videos, and the student teacher, I was able to somewhat figure out what was going on throughout the proceed of the level design. I was also sick when working on this assignment, so I made some errors, that may seem small, but was a game changer during the playtest. Then there's the fact that I didn't have the files for this at home, so whenever I worked on it, it had to be in the labs, which was really frustrating.

Overall, this was a fun assignment, I learned a lot about 3D level design, and about how to use Unity. I like seeing everyone's creative ideas and seeing how they succeeded, failed, and what ideas I can use from them. Maybe next time I'll be able to do the things that everyone suggested, plus make some extra improvements in there as well, so that way it can be extra polished, or just make it ruined. I will most likely increase the width of the pillars, add some extra platforms, change the camera, add a "safety net" and maybe add a secondary pathway. I really like this assignment, and I thought that my level went very well, and hopefully, I will be able to do more stuff with 3D level design.

Monday, April 10, 2017

2D level design pt. 2





















So for this assignment, a lot happened that with it. This is supposed to be a rework from the last one, and as you can see I did some rework on it. I created an extra path that was meant to confuse the player, I used different textures and assets for the foreground and background. I also used some of the stones around the cart to create the story of a landslide. Though I did mess up a lot in this assignment, in which I will get to those mistakes later. Even though there were mistakes made, I still think there was some good parts about this map, including the layout of the map.


The things that went right was the layout of the map. I think the direction it goes in compliments the terrible controls of the game. The ways the control work is very obvious, up is up and down is down, but with the way the assets look, and how everyone else created their maps, they had it face diagonal, so you had to hold down, then left, while with mine it was just down. I also like the direction of the map, mainly the one loop in the level that can take you to the beginning, and with the limited sight it was hard to see where you're supposed to go making it somewhat maze like.




















Though there was some issues, and mistakes as well. First of all, I didn't have the files for the game in my computer, so I couldn't really do a lot of playtesting at home, so it had to be in the classroom, but I didn't finish in time to test in during class. Another issue I had was the direction some of the assets were facing made it look weird compared to the background texture, because those are facing diagonal, which also made it hard to move them around. Then, the Blockers, I don't know why but I had a lot of issues with them. It was mostly me trying to get them into the right position, but they wouldn't go there, and I don't really know why. Because of this, some markers were either too far behind the background, or on it. Also because of this some of the markers, with oddly enormous hit boxes, caused one part of the map to be uncrossable. My final mistake was saving a file as a JPEG instead of a PNG. PNG files are good at making certain areas transparent, JPEG files aren't, so when I try to put in the foreground in, Parts of it wasn't transparent, so I couldn't load it all in. I now know my mistakes and I know not to make them the next time I do more stuff like this, mistakes are just a simple part of life, everyone does it, so I'm not going to beat myself over the head with it.





















Obviously there are a lot of things that I would fix with this map. First of all, use PNG and not JPEG. Seriously it was a mess, and was something that I couldn't fix because I made the foolish mistake of not saving the whole PSD image onto my google drive. I would also like to find out why my blockers went haywire, I think it was the fact that I changed the size of the map in such a weird way that it got messed up. Though, I would like to consider changing the size again, perhaps in a more favorable fashion, but I think a few extra turns, loops and dead ends can help this map out as well. Maybe use some more background textures, like the grass or something like that.

Monday, April 3, 2017

2D level design

The most recent project that I did was a 2D level for a little game that someone made. This isn't an official game, just something to test my skills, and to allow me to learn level design for 2D levels. The basic goal of the game is to get to the end of the level, and you can collect coins along the way. The game is supposed to be western themed, where you play as a turtle. With the way initial map is laid out, other people created the map diagonally, because that's where the squares are facing, but with the way the control works, it's very janky, or broken (by design) so when I made my map, I did it in diamond formation. In the end we used Gamemaker to playtest the levels.


 (My map)

There are many things that went right with my level. The first thing is the way it's facing, other people created the map facing diagonally because that's how the squares are faced, I was different. With the way the controls are, levels that were diagonal were weird because you had to push down, then left, then down, then left, I however made mine face downwards, with the diamond, and not the square. because of this the controls were a little bit less awkward to use. Another thing that went right was the simplicity of the level. The level is supposed to be easy, so I made it easy, so that people were able to get to the other side without to much hassle.


(Map foreground)

Obviously though, there were things that went wrong as well. First of all, the size of it, it was to short, People were able to get to the end within a minute. Another issue was that it was to linear, there weren't really a lot of paths that you could go on, just the one path, and a dead end, other than that, you can't really go anywhere. The last issue was the assets that I used. As you can see on the map, I used a lot of the same assets over and over, so it looked very dull, also I created a green lush environment, when the theme is western. I also didn't use to many assets outside of the area, it was all mostly just the plain background, which made some players felt like this was a dream sequence.


(Map background)

There are multiple things I would do to fix my level. First of all, I would use different types of assets in the map, to make it look different, and to create a more western vibe. I would also use less rocks, and more buildings in the environment, so it looks like an actual city, instead of a weird looking path. Then I would use the assets outside of the scenery, that way there is stuff outside of the level instead of just a gray background. The last thing I would do is create another path in the level. I would have start from the left side of the beginning area, and have it lead to the middle spire, that way people don't really know where they are, and could get lost.

This experience has been an amazing one for me, I loved the DnD stuff I did earlier, so this juts took the cake. I liked hearing the feedback, even though they were 99% the same, and learning stuff about my level that I didn't even think off. I learned a lot about level design as well, like how difficult, and sometimes tedious it actually is, but I still enjoyed it all the way. Let's hope the next level is better than this one.

Monday, March 13, 2017

DnD Map 2 version 2 Tiered


For my last DnD assignment, I worked with a group to create three levels, a beginners, intermediate, and an advanced level. I was tasked for the advanced level, so I had to create something difficult, but beatable. I reused my last map, but added some more enemies, and made them harder. Other than that, the map is the same, enemies up front, then two paths, one to a pit that they need to jump over, and/or hack a energy bridge to get across. The second secret path, is a small corridor that they have to stand in a single file line and attack the person in front. The final area is an open room with the boss, and a choice, to join him, or fight him. I made some other changes to it, like how they find their items instead of starting with it. During the playtest, I had to get rid of the second map because of time reasons. I also changed one of the rogue items, I gave him/her dual pistols that allows him/her to attack two enemies


Made by jocarra on deviantart

There were some positives to my map, but due to time, I was unable to get through the whole thing. The players liked the challenge of the level, yet the fact that they were able to get through. They also liked the flow of the level, how they were able to get one side to the other smoothly, and without to many issues. They liked the final boss, and the choice at the end, in which they get to pick between one of multiple endings. They also like my the way we did the items, and the items themselves, they got items from previous levels and kept them permanently throughout the level The last thing they liked was the fact that I had three parts to it, so they didn't know what happened in the next area.


Made by unknown

There were obviously some issues as well. First, due to the rolls, and the levels of difficulty of my enemies, they weren't able to get to through every part, so I had to cut out the middle part of the level. They also didn't like transitions from level to level, which was partly my fault, I should've found a more smoother transition from map to map. There's also the fact that we had to start late so we couldn't get to every part of every level, which caused some issues with our levels.

Made by FirstKeeper on deviantart

I really don't know what changes I should make for my level. Due to time issues, and the fact that there was a lot of talking in the area, I was unable to get coherent issues that needs to be changed in my level. Maybe I should put in less enemies so that they can get through every part of the level. I could also improve the transition from level to level, so that it doesn't look like we're jumping from level to level. I could also spend some time working out the specifics of the dual pistol, so that it isn't as confusing as it is now.

Made by tycarey on deviantart

This assignment was fun, but there was some difficulty with working in a group. First of all, miscommunication, I said that we should do this, and the members heard differently, this isn't their fault, but my own, but it caused some inconsistencies with our maps and the way certain things worked. Other than that, and small minor details, working in a group was fun. In the group, I ended up as the lead designer, so everything was based off of my previous map. I had a lot of fun just working on a team for the levels, I generally felt like I was a part of a team.

Wednesday, March 1, 2017

D&D map 2 playtest result

So I created a second d&d map for more playtesting, but this time with different rules. First, and foremost, this map is technically "level two" so the kitty gloves are off. Second, the players are much stronger, so the enemies also have to be stronger. Third is that there are no spells, or skills, it's all items now, and I can use the one that was pre-created for me, or make my own. The last thing about this one is that it has a theme to it, It's supposed to set in a post apocalyptic world, after aliens invaded, and the level has to be a prison break. With these new rules, I set out to make my new level.

(Map)
Before the level starts, they have to pick a class, then the starting item, which will determine their play style. The level starts off at the beginning, where they go through a passage and fight four melee enemies. Then they can go through the pit, or hack the door on the side. The door on the side leads to a small passageway that has two enemies, one melee, and one ranges, the pit they have to jump across, or hack the control panel, to try and get across. Then the boss, where they can join him, and kill the person they were supposed to save, attack the alien, or one will join and the other won't, and they'll have to kill each other.

(final boss) Made by AustenMengler on deviantart


There were some positive feedback during the playtest. They liked the flow of the level, how it went from one point to the other quickly, but with some difficulty. They also liked the final boss, they thought that he was quite enjoyable, maybe a little to tough with the very high defense, but still enjoyable. The thing they liked the most, however, is choice.First, the choice of the items, in the game every class has four items, the first three are mandatory, but the fourth one they get to pick between one, or the other, which in turn created two entirely different play styles for each of the classes.Then there's the choice of where to go, during the beginning, they get the choice of going through a side passage (if they were able to hack it) or try and get past the pit. they liked the Choice that they had, in which they would've yielded different experiences, but end in the same location. The last choice that they made was the final one with the boss. The final boss offered them two choices, join, or die. If the chose to fight him, then they would've had to fight him, in which he is very defensive boss. If they joined him, then they would've had to fight the person they're trying to save, who is a very offensive boss, but with a lower defense. If one person joined, and the other didn't, they would've had to fight each other.


(Ship) Made by overseer on deviantart

Of course, there are some negatives to this game. First, the area was a little to small, not in length, but in width, so I might need to increase it. maybe just add an extra square or two to the size, so that they have room to breath. They also said that the first set of enemies were a little to hard, but the later ones were to easy, so I might switch the numbers of enemies within the different areas. I could also decrease some of the stats by a point or two, so that it's a little easier to kill them. they also said that maybe I shouldn't give all of the items at once, but the items are human tech, so I don't really know how the aliens will have their hands on some of this tech. Personally, I think the rouge needs some upgrades, so I might end up upgrading him with some items, or upgrade his/hers already existing items, like have it so his invisibility cuts the enemy's defense in half, or give the class two guns, so that in attack points increase.

Wednesday, February 22, 2017

Simple DnD map version 2

A week ago, I created a DnD map, the map was a success, but there were still some flaws with it, so I made some improvements. The first change I made, is the map layout, it's still mostly the same, except that it has two extra corridors that you can go through. Originally, I was going to put a variety of obstacles there, but I didn't have enough time to think about how everything was going to work. Originally, one was going to be a pitfall, another was a trap room, and the last was full of enemies. In the end they all ended up to be the same. I also added wells that will heal you for three points. Then I put in a trap, that is supposed to teach you how to use the guarding ability. The last thing was that the boss was a little weaker from the last battle.



(New Map)



I got a variety of positive feedback about my map. The first one is that it was very smooth, with weak enemies, a healing system, and not to difficult challenges, they were able to get from one point, to the end without to much hassle. There's also the fact that the game isn't unfair, there was a slight challenge, but nothing they couldn't handle, and a system where they couldn't fail, the level was fair. The rooms were also evenly spaced, so that if you wanted to go melee, you could get in close without issues, but ranged characters can stay at a safe distance. Like I said before I put in little heal wells that allowed players to heal themselves in case they got hurt, and this was something that they definitely used during the game, though I felt like I put in too many wells, maybe decrease the number by five. The play-tester mentioned that the level is accessible, and by that they meant that the way through the level is very easy, pits are small and the doors have easy locks, so they were able to get through without any hassle. They said that the enemies were ok, maybe a little too weak, but they did like the hidden enemy that was hiding in the shadows. The boss was really fun, but I think that the boss had to much HP. The last part, that they were in love with, was the ending, just like the last group, they ended up killing each other for the gold, and it was glorious, this is definitely a concept that I would like to explore more in the future of level, and game design.




Obviously, there were some negatives as well. First of all is in one of the corridors, there is a pit, that they felt was a little, unnecessary, because it was just kind of, out of place. The second thing, was that the three passages were exactly the same. This was a mess up on my part, I forgot to put that part in till the last second, so it ended up sloppy, and exactly the same. Originally, there was going to be one corridor that had enemies, and one that had traps, but I didn't have the time to come up with traps and enemies.



(my character made in heromachine)


There still some things that I would like to change. First, I will like to take away some of the healing wells, I think that it could've been easily abused if given the chance. Then I would lower the health of the final boss, the battle went on for a little bit too long, so maybe I should change it to seven, or eight. The last thing I'll change is, like I've said a few times before, the corridors. They all need to be different.

Monday, February 13, 2017

Simple DnDMap

I created a Dungeons and Dragons map, using a simplified rule sheet, and attempted to create a simple tutorial level. I believe the level was a success, the party members had fun, and they definitely enjoyed the plot twist at the end. The level starts off in the entrance of a cave, that goes into an opening, area, with three goblins, one fighter, one mage, and an archer hidden in the shadows. after that is a locked door, in which they have to role an escape artist check to open, which will lead them to a tunnel. Then a pit, that is nine feet long, which is one foot lower than the lowest distance someone can go, which is the mage at ten feet. then the boss fight, which took a while, and I had to lower the roles of the boss so that they survive. lastly the two chest, one they can just take, the other they can only take if they kill the other person, in which they did.

My map has all of the basic stuff you need in a tutorial, it taught you how combat worked, how to open locks, and how to jump, and how to kill bosses. I did it in the safest way I could, low enemies, small jump, and an easy lock. the only issue was that my enemies didn't really move, but that isn't an issue with the map. The map, in my opinion, is to simple, there isn't anything to it, just one point, then the next, then the next ,then you win, there isn't much to it, so I might improve upon it, like add some twist and turns.

I may make the boss weaker this time around as well. He was a tough one, I maxed out his stats and health, which caused the fight to be difficult, and the players would've died if I didn't lower the roles a bit.

(My character, created on heromachine)
I could also improve the size of the map, not like make it longer, but use bigger paper, if I have any. I think this would be good, considering the tokens used to represent characters have to be a quarter inch, and since all of my squares are small, five regular squares equal one regular squares. I want to do this so that my map doesn't look ridiculously small in comparison to the other ones, maybe I can make some room so that the people can move around a bit.

Another thing I can do is have the players use more spells, like the light spell, because that spell was not necessary, so if I can make it into a necessity, then that'll teach them about the skill. The setting is in a dark cave, so maybe take out some of the torches so that it's completely dark in there.

The last thing I could do is put in some health potions that replaces the heal spell, because they get a minus four from it, making it an almost useless spell, unless there is a mage in the group. Maybe it'll do the same thing as the heal spell, but it will already have a plus three added onto it, so that they won't need a mage, or to rely on something that does damage to the player

That is all I can think of for my dimple dnd map, I need to increase the scale of it, add some items and a new mechanic, and weaken the final boss of the level.

Thank you for reading this, and I hope to see your responses
Bye everyone.