Wednesday, November 30, 2022

CAGD 270 3D Level 2 Feedback

For our second level using the 3D Gamekit, we were instructed to make a hard level with a medieval theme. I had several people playtest the level in class. 

In constructing the level, I utilized the theme by building a castle with battlements at the top. I wanted to make use of the 3D environment by designing a level with three separate levels: the first floor, the basement, and the second floor. I start players outside the castle so they can get a view of its size from the outside before they enter into a courtyard. The courtyard has a few enemies, two closed doors to the right wing, an open door to the left wing, and a giant gate to the palace inside. The goal of the level is to open the giant gate.

While the level doesn’t follow a straight path, players do have to take a specific route. I tried to make this route feel natural by having locked doors and collapsed stairs as barriers. First, the player goes into the left wing and platforms across some acid. They use a switch to open a door to a gated area of the outside garden, where they then touch a crystal. Upon activation, the floor drops under the player, sending them into the basement. This is meant to catch the player off-guard, but it’s just a friendly trap since it is the intended route. 

In the basement players have to cross a large acid pit across platforms that sink into it. They then have to cross some moving platforms to reach a switch that lowers a door up above, which then blocks the player from the way they came. After climbing some stairs, players can use a crystal switch to open another door, and then go back out into the courtyard. Now that the doors to the right wing are open, they can enter, and jump up the broken stairs to access the second floor. Up top, players cross battlements with enemies and moving platforms. Finally the player reaches a crystal switch that opens the giant gate, ending the level. 


The level is fairly complicated, however, none of the playtesters got lost. The only section anyone got confused about was entering the right wing from the courtyard, so I could maybe add a glowing crystal to indicate what new area has opened up. No players got significantly stuck on any section, although some had trouble with the acid pit in the basement. I actually found that section frustrating, so I would like to add more platforms and alternate routes in it, such as rising platforms that move on the opposite cycle to the sinking ones, meaning there’s always an available path for the player.

Everyone liked re-entering the courtyard and getting to see the upper floor of the castle. Everyone really liked the platforming throughout the level. I think that players had a good sense of exploration as the wove throughout the structure.


For the second version of the level, firstly I’d like to advance on the theming by adding more castle features, like spires, crenellations, or buttresses. I would like to make the courtyard area a little more challenging by adding some more structures to it as well. I would like to refine the basement area and part of the upper floor. If time permits, I might experiment with getting some textures in the level as well.


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