Dev Log 2: Weeks 9-11
Weeks 9 to 11 we have been focusing on implementation of code so that we have a functional game as well as reiterating on the level following the principle of teach, test, challenge. We also got into creating puzzles for the level during these weeks.
These few weeks have been the most tricky and tedious seeing as that they have been spent implementing and creating the first level of our prototype. So just a recap from the last weeks. The things that we worked on during the prior weeks were coding and and getting the base design for the levels.
At the start of week 9 we met for a group meeting to go over what had been done as well as what needed to be fixed/modified in terms of code and level design. We also divided up the work that needed to be done for the weeks to come.
The tasks that I was given were reiterating on the level design, particle effects, puzzle creation, and team management.
For the reiteration on the level, I went over the path that I had for my first sketch and took into consideration my group members critiques. I also took into account on how we wanted to break down the level which was teach, test, challenge. This is a key level design rule. So what is teach, test, challenge? Its quite straightforward, A a level designer you want the first part of the level to be about teaching the player about the game and mechanics. Then you want to test them by giving them small challenges that require them to use the fundamental mechanics and knowledge to solve them. And then the last part of the of the level should challenge them. The last part of the level should make the player think outside of box in terms of using their abilities and how they can manipulate the environment around them in order to progress further on in the game. When making the level I also made sure there was an adequate amount of rooms/hallways to make sure we follow the teach, test, challenge principle. However with this in mind I also had to change some of the rooms in order to fit the puzzles into the room rather than the other way around. Reason being is that if we were to of had made the puzzles to fit the level then the puzzles would not have been nearly as good nor would have they been successful.
Figure 1- Beat Map for the Level |
Puzzle creation was also another fun but hard task that I was given. To have a good puzzle you need it to have sequential events that keep the player engaged an wanting more. So what is a sequential puzzle? I short terms it is a puzzle that has multiple steps. For example one of puzzles in our prototype requires you to open a door by moving a box into place to activate a switch then drops a box onto another a switch which then finally opens the door to the next room. Puzzles also have to need to be tricky, but not too tricky. You want it so that it makes the player thinks a good amount about the puzzle so once they solve it they feel accomplished. This will give them a small sense of confidence going into the next puzzle.
The puzzles that I created followed my explanation above. I created puzzles that were fun yet tricky and followed the level design principle teach, test, challenge. The first few puzzles were to teach the main mechanics to the player which were gravity switching and inverting gravity of other objects (enemies and boxes) . This is teaching stage plants ideas in the players mind on what the character can do and what they are limited to. The middle puzzles were dedicated to testing the player and how well they use the player abilities, their timing skills, how well they use the environment, and the sequential use of abilities. The last two puzzles are dedicated to challenging the player. These puzzles requires the player to use their full range of knowledge of not only the player but also the environment. They will have to think outside of the box for these puzzles because they are difficult.
Figure 2- Particle Noise Option |
Creating particles effects for our prototype was interesting and a lot of fun, seeing as that I have only touched here and there with Unity's particle system. I had to create effects for the player death, enemy death, gravity switch, and an effect for the slingshot in our level. The reason why we wanted to have particle effects was to create more juice in the game. You can never have too much juice in a game... Well maybe you can? Anyways we added in particle systems so that we had some cool effects that immersed our player. While creating these particles I learned a lot in terms of how certain options affected the particles and the emission of them. For example I learnt that there is an option in the particle editor called "noise". I thought I would play around with this option when creating the particles because I wanted to see what it could do. I found that it changed how the particles moved and change the emission. It made the particles more organic almost liquid like depending on the way you modified the setting. If you look above at figure 2 It shows you a noise map. You can modify that noise map by playing with the octave level and the strength. What I found was that the more noise the map is the more organic the particle looks. I utilized the noise option to create a liquid like particle effect for the slingshot. Reason being is that for one it looked really cool, and two, it made the slingshot stand out in the game and really drew in the player to see what the hell its is. Drawing the player in with the cool effect it also taught them that area in the level give you a speed burst in a certain direction. So not only can a particle effect be used for juicy explosions but it can also be a tool to draw your player into a certain area or to get your player to realize a certain object in game and make them explore further.
The last task that I was given was team management. I made sure that there were scheduled meetings during the course of the few weeks. I also made sure the trello was up to date and made sure that changes were implemented for the team so that they knew what had to be done and what was being worked on. I have found that having a well structured group leads to better and more efficient work. And organization is key to that. That is why I have been using trello and the google drive, so I can keep track of my group members and not only make myself aware of whats being done in the project but allowing everyone that luxury.
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