Level Design

 December 6, 2021

3D Game Level

    While making a second level using the 3D GameKit Lite I decided to create a level that moves the player around the room that contains the final boss. Players begin the level looking at a door that contains the boss in which they will fight. To complete the level players have to complete the various sections moving around the map and eventually finding the switch that opens the door revealing the boss. I began by breaking the map into different sections with different elements players would have to complete in order to progress through the level. I created three sections that were composed of platforming, a maze and combat. I created the level with different play styles so that players would be challenged in different ways and progress through the level at a slower place.

    The first section of platforming was composed of light combat and fairly easy platforming. I didn’t want players to find the level too difficult at the start of the level. I placed a pressure switch at the top of the platforming in view of the player so they would know where to go in order to progress through the level. While players were able to understand where they were supposed to go, some players decided to see if they could move through some of the barriers in the level to look for secret areas. While I didn’t intend for there to be any secret areas there was a sliver of one of the platforms players were able to use to get beyond the intended play area. Moving into the area beyond the play area, players would find themselves stuck with no means to progress. Once players were stuck they would find a means to reset their character and move back to the levels intended pathing. For the next iteration of the map the platforms will be blocked so players will be unable to move beyond the intended play area.

    For the second section of the map I created a maze the player would have to traverse in order to move forward. I added objects as scenery to give hints to astute players as to which direction was the correct path. I was very surprised how intuitive many of the players were and how quickly they surmised the correct pathing with the subtle hints I hid in the maze. I intended the maze to be fairly difficult to add to the play time of the level. Once players found the exit to the maze they would find a switch that would lead them into the next section. For the next iteration of the map I’m going to move the switch away from the exit. The player will then be forced to find the switch that will open the door to the exit and then they will have to search for the exit door. I will also add a door so once they enter the maze they will be unable to leave through the way they came into the maze.

    The final section of the map was composed of combat in which the player would be forced to fight off many enemies before progressing to the next part of the map. When testing the map I found the enemies moved and fought the player. But when I sent out a build of the map there was a malfunction with the nav mesh and enemies didn’t move to attack the player. Spitter enemies were still able to damage players but players would avoid the enemies and progressed through this section of the map very easily. Once players completed the combat portion of the map they would find a moving platform and two switches. One switch would activate the moving platform and the other would open the door to the boss. Most players understood that the switch would open the door to the boss. But I had one player who didn’t notice there was a boss and believed the level to be complete once they were back at the beginning. To help players move towards the boss I will either be adding a dialogue or a light which will help move the player towards the boss.

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November 17, 2021

3D Game Level 1 v2 Feedback

While playtesters enjoyed the first playthrough of the level and mechanics there were a few takeaways from the initial playtest that were able to improve the second iteration. The first change I made was to introduce the player to the combat mechanic before the player reached their first enemy. To accomplish this I added destructible boxes after the first platforming area. By adding the destructible boxes players are forced to use the attack mechanic to progress. After the player destroys the boxes they are immediately faced with enemies so players have to implement the mechanic they just learned by destroying the boxes.

The next addition I decided to make was to create a wall so the players don’t see what they will encounter later on in the level. The wall accomplishes a few things in the context of the level. First it adds some aesthetic to the level and the theme, I tried to make the wall look like a dense forest. Secondly the wall prevents the player from seeing what they will encounter next. Finally it helps to show the player the path they should follow while traversing the level so players don’t become lost.

From my initial playtest, players mentioned that they liked being able to see that the first switch they encountered opened a door in front of them. But subsequent switches opened areas that weren’t in sight. I decided to redesign the level with a cause and effect pattern in mind. Now when players encounter switches they immediately see the effect those switches have in the level. I also added a large door that blocks the player from progressing on a route but gives them visual indication of where they will go later. But if players don’t take note of the door the switch which opens the door has the door insight. Once players hit the switch they will see the large door open and understand they should move in that direction to continue progressing through the level.

After watching playtesters play through the level the first time I felt I should utilize the vertical space of the level more. I have a large staircase that leads up to a building but I wanted to add platforms that the player has to interact with. So I created a small platforming area with enemies underneath it. The player can either choose to fight all the enemies and then take on the platforming or the player can ignore the enemies to complete the platforming. Most of the players I observed opted to ignore the enemies and chose to try the platforming. While this worked for some players, other players would miss a jump and then fall into all the enemies. The series of platforms also allow me to utilize more of the cause and effect pattern I’ve been using throughout the level. As I had the switch before, players would touch it and it would open the door on the building at the top of the staircase, but players wouldn’t necessarily see the correlation between switch and door. Now with the platforms added I put the switch at the top of the platforms. As players complete the platforming area they will see the door on the building open when they hit the switch.

Going forward with the level design I would like to add some more features to the building at the top of the staircase. The building is the end goal of the level but there isn’t anything in the building to indicate to the layer the level is complete. In the next iteration I would like to add a button with a victory text to indicate the level is over. There were also some bugs players encountered during this playthrough that they didn’t encounter the first playthrough. Players going down the staircase encountered a movement bug with their character. In future iteration I would correct these issues with the staircase. Overall players enjoyed the second iteration of the level and liked the changes that were implemented over the first iteration.

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November 10, 2021

3D Game Level 1 Feedback

    The aim of this project was to create an introductory level using the 3D GameKit Lite. I began by making an annotated map of the level I would like to design. The level is designed to teach players mechanics very quickly and then move to an open acid area that relies on platforming to progress through the level. The playtest of this level was very successful overall. Players liked the early introduction to the platforming that was present for the remainder of the level. The player begins in a small platforming section that they can jump through without repercussion. If players fall when trying to jump across the platforms they fall into a pit with stairs in which they can climb to try the section again. After progressing past the introductory platforming area, playtesters are introduced to their first enemies. Once players defeat the enemies the level opens up and players are able to see a majority of the map.

    Playtesters enjoyed the introduction of the door switches. The first door switch playtesters encounter has them directly across from the door as it opens upon pressing the switch. The level was designed with the door in view to indicate to players where they should be going to progress the level. All playtesters upon hitting the first switch understood that they should be moving toward the platform with the door that opened. All players were able to understand the pathway progression when playing the level. Playtesters never became lost or were confused about where they should be going next. Playtesters also felt that the difficulty of the level was appropriate for an introduction level. While there were plenty of enemies to fight around the map, health packs were set up in various areas after fights so they could heal their character.

    While players didn’t become lost when traversing the level there was some feedback about switches and doors. The first switch I have is placed near the door it opens so playtesters understand where they should be going to activate the next switch. Upon pressing the next switch a door opens across the map. Players understood where they should be going to progress in the level. But playtesters noted that while they liked the first switch directly across from the corresponding door, they didn’t like the lack of visual indication to see what effect the second switch had and where it’s corresponding door was on the map. 

    The path of the level was created in a linear fashion with slight diverging points of interest the player has to interact with to complete the level. The critical path was obvious to players and they were able to complete the level without issue. But going forward I would like to add more points of interest in which the players have to complete a task or interact with an object to progress through the map. Next to points of interest there were areas that contained a lot of empty space. Going forward with a second interaction of this level I will work on cutting down the empty space around features and fill in empty space with objects for players to interact with. To fill the empty space around the map I would like to implement more mechanics that players will have to overcome to progress. I will also be utilizing vertical space to add to the dimensionality of the platforming. As the level is now the platforms consist on a single horizontal plain and don’t take advantage of vertical platforms or jumps. Adding more objects and mechanics while utilizing vertical spaces will create a level that is more dynamic and interesting for playtesters.  

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October 20, 2021

Megaman Level 2


What went right?


(Annotated Map of Level)


The play through of this level was very successful. Players liked the design and look of the level, they enjoyed the way the level used the background tiles to convey the jungle theme. The level was broken up into different areas differentiated by different abilities that would be used to complete that section of the level. The initial area of the map doesn’t incorporate any abilities and focuses on using the base mechanics of Megaman. Enemies are scattered throughout this section of the map and platforms players have to traverse and overcome. Once players move past this section of the map they are introduced to the ability Super. A. To utilize this mechanic best I designed the level to have platforms that can only be traversed by using the ability successfully. Once players move past this area the players are introduced to the O. Slider ability. The O. Slider ability was used to create a section where players would surf the level while hitting enemies and overcoming obstacles. Players responded well to this section of the map, many of them were unaware that the ability could be used in this manner.


What went wrong?



Unfortunately in the last stretch of the level that utilizes the O. Slider there was a potential soft lock. Players began this section with full energy but if they failed the section enough times they would run out of energy and be able to complete the level. While this didn’t have to all the players it did occur to a couple of the players. Creating a new iteration of the level I would add an energy pickup for the players at the spawn so they would be able to continue the section until they are able to successfully complete it.


How might you improve your level next time?



The overall playtest of the level was successful and players enjoyed the variation of mechanics introduced in each section. However there are some improvements that I would make. I would add some energy pickups along different points of the O. Slider sections so players couldn’t potentially get soft locked. In the last O. Slider section of the map I would stretch it out so players can enjoy the surfing mechanic for a longer period of time. I would also decrease the challenge of this section so players wouldn’t die as frequently. I would also like to find ways to better implement some of the enemies. There are some enemies that blow air and interact with the sliding mechanic of the O. Slider. I would like to incorporate this enemy in a way that increases the player speed through some of the surfing sections.


Was the critical path obvious?



During playtesting none of the players became confused about which direction they should be moving in. But to prevent the players from feeling like the level was monotonous I would implement different mechanics and levels designs. The beginning of the level is designed to look like dense forest. The players then move to caves with waterfalls. After leaving the waterfall area the players move up above the jungle canopy. Player testers enjoyed the variation of scenery and felt the level still felt cohesive to the jungle theme overall.


Were there circulation elements?


The design of this level moves the player in a linear direction. After completing a section the players would find a checkpoint in which they could take a moment before moving onto the next mechanic. I used checkpoints as a visual indication of progression. I also paired checkpoints with abilities so players would understand that the section they were in was going to use the ability they picked up.


Was it obvious where players were supposed to go?


During the playtesting players found traversing the level easy to understand. I designed the level and checkpoints in a way that players would keep momentum throughout the play through. The level didn’t have any branching paths or areas that would make the player backtrack. The primary pathing of the level was from left to right. The level utilized height to vary the play of the design.

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October 20, 2021

   2D Megaman Level V2

What went right?



As this was the second iteration of the level I took the feedback from the first playtest and implemented changes that were asked for. I used the successful aspects of the first play through and extended the length of the level to make the play time longer. During the first play through I noticed players were choosing one path over the other every time. To help fix this issue I moved the player spawn closer to the second path so players would see both pathways as soon as they started playing. I also found that the platforms to reach the upper pathway were very noticeable and players would jump up them very quickly and easily. To help make players choose either path equally I made the upper pathway more challenging. I also used floor blocks that would blend with the background to obscure the path a little more. Doing both of these things pushed more players to the lower pathway while players that noticed the upper pathway felt like it was a hidden secret and enjoyed it more.


What went wrong?


After the initial playtest the players became more acclimated to the jumping mechanics and were able to speed through the jumping sections quicker than they did during the first playthrough. This cut down my level playtime significantly, my average level playtime was about 4-5 minutes shorter than I expected players to make it through the level. On the second playtest I made the level about twice the length of the first playtest and because players knew the pathways and how to traverse the level they still averaged about 4-5 minutes. Playtesters were playing through the initial section faster and making their way through the new section quickly. During the playtest of the new section some players conveyed that the sections were fairly difficult. I did a lot of research on Megaman level design to see how levels were constructed in the game. I took some of the better Megaman design mechanics and tried to imitate them in my newer level sections. But playtesters found the sections that were more in sync with the actual game design too challenging.

How might you improve your level next time?


Next time I’ll increase the length of the level again and update some areas that the playtesters felt needed a checkpoint. In the new sections of my map I would have the player traverse three rooms before reaching the next checkpoint. I felt this was an adequate spacing between checkpoints but playertesters felt it was too many rooms without a checkpoint. I may change the design of these rooms to have a room in between in which the player can have a moment to recover from the challenges of the previous areas. 


Were the challenges presented appropriate to the skill level of the player?



Playertesters became more skilled at the jumps I designed from the first playthrough and didn’t find it as difficult when playing through the second time. But they did find the new section difficult. I think this may be a result of becoming more accustomed to the mechanics and play style of Megaman. During the first playtest many of the playtesters had never played a Megaman game previously. After playtesting various levels playtesters became more accustomed to how the game works and how to play.

Was the critical path obvious?

Playtesters didn’t have any issues determining which directions they should go. I continued my design concepts and continued to design the level in a way that once a section was completed they would be unable to return to previous sections. During the initial playthrough I felt this was an aspect that was working for the game so I continued building levels in one way sections.

How was the overall flow?

The overall flow seemed to be paced appropriately for the player. While players would find areas they found difficult or challenging when they would die they weren’t far from a checkpoint so they were able to try the section again. Placing the checkpoints at strategic points in the game kept the players continuously in the action.

Were there circulation elements?

The initial part of my level has a semi linear design that would then turn into a linear design. As the player starts the level they have the option of choosing one of two paths. Then the level becomes linear and utilizes different elevations to vary the look and challenge of the map. The last section of the map sets the player moving up through a gauntlet of rooms heading toward the exit point.

Was it obvious where players were supposed to go?

Playtesters were able to successfully traverse the level and never became lost. I used checkpoints as a visual indicator of what direction they should be moving toward. I also designed the map to flow in one direction to help players keep momentum while playing. 

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October 13, 2021

2D Megaman Level V1

What went right?

The goal of making this Megaman level was to introduce the player to basic gameplay mechanics. I primarily focused on the jumping mechanic and included many areas of the map that would require the play tester to overcome a jump. The play test was successful, while the level was challenging every play tester was able to make their way through the level and complete it successfully. The amount of enemies scattered throughout level was never overwhelming to the player and seemed to be spaced out enough that the play tester could focus on the single target before moving on to the next area.


What went wrong?


Play testers seemed to struggle with some of the jumping areas throughout my map. While the play testers were able to overcome the difficulty of the jumping areas they did die quite a few times attempting to get through the area. Play testers were very happy with the positioning of the checkpoints scattered throughout the level. The checkpoints were placed right before areas that would be more difficult for players so when they died they were able to immediately reattempt a more difficult section. 


How might you improve your level next time?


The level begins with two different paths that players can choose between. But all the play testers choose one path over the second path. Going forward for the level I will create more of a visual indication that will help make players aware of the option of a secondary path. To also help the player choose the secondary path over the upper path instead of using stationary platforms I will be using dropping platforms to increase the challenge of choosing that path. With the addition of dropping platforms it will focus more on the jumping mechanic and add an additional skill challenge for the players.


Were the challenges presented appropriate to the skill level of the player?


Play testers did find the level difficult but were able to overcome the challenge of the level and complete each section. The level was broken into different sections to present the player with different challenges. Sections of the map alternated between movement challenges and enemy areas. Allowing the player to focus on one element prevents play testers from getting too frustrated and allows for a bit of down time before moving to another difficult section.


Was the critical path obvious?


Play testers had no issues with understanding which direction they should follow to make progress in the level. I designed many of the sections in a way that once the section was completed players would be unable to turn back and reattempt the section. To prevent players from going backward or getting lost I would create variations in elevation. Once play testers would complete a section they would fall into a new area and be unable to jump high enough to return to a previous section. Creating each section in a way to prevent backtracking forced the play tester to focus on the forward moving progression.


How was the overall flow?


The overall flow of the level seemed to be paced appropriately for the player. When the play tester would encounter a more difficult and challenging movement area I would create an area that was easier and more enemy centric. Alternating between the two different play styles would prevent the play testers from becoming frustrated with a particular mechanic.


Were there circulation elements?


I alternated my level design between a semi linear design in the beginning and a linear design toward the end. The beginning of the map gives the player a choice of which direction they would like to go. Once the player has chosen their path and overcome it the two paths converge back together. Once the players move past the semi linear section of the map they move to a linear section of the map. The linear area of the map uses different elevations to vary the look and challenge for the players, but as players make progress through the section they are continually moving forward.


Was it obvious where players were supposed to go?


Play tester never became lost while they were playing. Players always knew which direction they should be moving toward to complete the level. Once a section was completed I would set a checkpoint as visual representation that they are moving in the correct direction.

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September 29, 2021

Simple DnD Map v3 Feedback


Who played my map (Chosen Classes)


  • Emily Vadney (Ranger), 

  • Tucker Holmes (Warrior)


What went right?



    On my level I had various mechanics the players had to adjust to. I designed my level after a Panopticon and had the perimeter of the level lined with jail cells. The players were able to understand that they could enter and leave the jail cells at ease. I also added a mechanic that the players would have to avoid the gaze of the Warden. All of the cells were numbered and at the end of the player turn the gaze would move the next three cells in view. The players were able to understand and navigate all the additional mechanics to the level with ease. 


What went wrong?



    While the players were able to understand and use the new mechanics effectively the players played the level in ways I didn’t expect. I was using the gaze of the Warden as a means to control the movement of the players. I started the gaze of the Warden at the opposite side of the map to give players a chance to understand how it moves across the map. Starting the gaze at the bottom of the map did allow the players to understand how it moves across the map but because it was so far away the players didn’t feel the pressure from it and split their party to explore. 

    I also added a guard station with a guard with it’s back turned to the door. My idea was that as the guard station is the first thing the players would see they would investigate the room and learn about checkpoints and pick up some items. But the players decided to explore the map without entering any of the guard stations. The guard stations were also critical to the map completion because each guard station had a button that would allow the players to reach the Warden in the center of the map and fight him. So because the players were avoiding the guard stations they would not have been able to complete the map.

    I also found that the scale of the map may have been too big, allowing for the players to wander and complete their turns without interacting with the guard stations or the prison cells. The players did enter some of the prison cells but managed to enter only cells that were empty. I filled a majority of the cells but with my random distribution of prisoners some cells were left empty so the player wouldn’t be overcome with enemies. The size of the map also caused the players to spend most of the playthrough just exploring and not interacting with any of the events I’d scattered around the map. 


How will I improve my map?

  

    The first thing I would improve on my map would be to scale down the size of the map. Scaling down the size of the map would help to cut back on the time required to complete the map. Reducing the map scale would also allow for the players to explore the entire level quicker so they can make choices on how best to complete the level. I would bring the prison cells closer to the Warden’s tower so that the gaze of the Warden would cause more pressure on the players. Bringing the prisoners' cells closer and starting the Warden’s gaze closer to the player start point would force them to hide in prison cells sooner which would cause the player to engage in battles earlier on. Next I would start the game by explaining that the objective is activate the switches in guard stations to beat the Warden. I would also start the Warden’s gaze closer to the players to better control the direction of movement of the players. While the players were unable to complete my map the feedback from observing how they approached the map is valuable for further iterations. 




September 22, 2021

Simple DnD Map v2 Feedback

Who played my map (Chosen Classes)

Travis Wilson (Warrior, Mage) What went right?


After my initial playtest I focused on balancing the map and changing the layout. Making both changes vastly improved my map. I changed the boss room from the right side of my map to a more central area for the player. While playtesting my player chose to go a different direction than he did during the previous playthrough. After finding the boss they said they enjoyed the changes to the position of the boss room. The boss room move made more sense to the player and was easier for them to find than their initial playtest. I also lowered the amount of mobs around the map to better balance the difficulty of the map. My player did lose while playing this iteration of the map but did say that overall they felt it was better balanced than their previous playthrough. The strength of the goblins overall I felt was balanced during the first playthrough so I didn’t change any of the stats of the goblins with the exception of the boss. On the boss mob I added one point to its defense stat. I wanted the boss to feel more like a boss and less like the mobs around the map but with more health. Making this minor change to the boss did achieve the effect of making it feel different and stronger than the other mobs around the map. The final change I made to the map was to add hazards to the different paths. I added some grey squares that represent a crevice in the floor. I added crevices on both routes of the path that the player would have to overcome. I felt adding crevices would utilize the jump or float mechanic and better introduce the player to all techniques available to them. My player tester also felt that adding the crevice made the map more thematic than it was previously. What went wrong? The only aspect of my map design I felt went wrong was grouping three goblins together right before the boss. I want a build up in difficulty right before the boss so I added more mobs as if they were guarding the boss. But when the player arrives they end up fighting more mobs than they have previously while exploring the map. I balanced the map so the player fights either 2v1 or has one enemy per hero. Keeping the mob count in the favor of the player helps the player to progress through the map successfully. When the player approaches the boss room it's the first time the player is at a number disadvantage. The player was able to overcome this disadvantage but they lost one of their characters during this fight which ultimately lost them the map overall. While the player had a fifty fifty chance of winning or losing at the end I do feel that the loss of their character led to them losing the map. How will I improve my map? I’m very pleased with the design of my pathing and the balance of the mobs in the map. Going forward I will be adjusting the mobs guarding the boss room so the player isn’t at a number disadvantage before fighting the boss. I would also like to add more details to the map to give it a better atmosphere and theme. I added some dead bodies around the map to give the player a sense that others have tried and failed to overcome the goblins. But other than the crevice in the ground there's very little to indicate that the map is a cave. I’m going to add some rocks and give the map some roughness to help convey the feeling of being set in a cave.


September 15, 2021

Simple DnD Map v1 Feedback

Who played my map (Chosen Classes)

Travis Wilson (Ranger, Rogue)


What went right?


The player was able to successfully traverse my DnD map and defeat the boss. The goblin enemies the player encountered they were able to successfully defeat. The dungeon map I designed has branching pathways both leading toward the dungeon boss. Initially the player split their party to explore the map. But as they progressed and encountered enemies they realized the monsters were too difficult to defeat with one character alone. After realizing how strong the monsters were they quickly regrouped their party and continued their way through the dungeon. I placed short branching pathways with an enemy at the end to allow the player to explore more than just the main path. Creating these short ending paths help give the map a more organic feel instead of a path the player is pushed along.

The main focus of my DnD map was to allow the player to become acclimated with the combat system. There were numerous enemies around the map but never so many players would be overwhelmed. Initially the player began attacking enemies by using one character to attack an enemy while using the other to attack another enemy. While this approach did work they were progressing very slowly. The player then decided to take advantage of the Ranger’s ranged attack while using the Rogue to block the progress of the enemy. Once the player switched tactics and utilized their character classes they were able to progress at a much faster pace.

 


What went wrong?


The enemies were a bit too strong. The player was able to beat the enemies but they had to utilize the advantages of their characters to do so. If the player would have continued attacking enemies with one of their characters at a time they may have died. I also didn’t anticipate the player would split their party early into the dungeon. I designed the dungeon so that the player would have options of which way to go that would ultimately end in the boss room. I created this dungeon design with the expectation that the player would choose one path or the other to progress. I didn’t expect them to choose both paths. As the player chose both paths to progress the difficult enemies became a benefit. The player quickly grouped their characters to overcome the difficulty of the enemies in the dungeon. 

Striking a balance in which the progression for the player wasn’t too easy but also not too hard was difficult. The enemies throughout my dungeon were challenging to overcome which made the boss monster feel a bit too weak. The player struggled with the enemies around the dungeon because of the quantity of them. But as the player approached the boss I’d placed it alone. The player was able to overcome the boss with very little difficulty. Also while the location of the boss room was at the end of both paths there was asymmetry in the location of the boss room. The earlier short offshoots of the dungeon path prevented the player from checking the offshoot that was the boss room. Once they discovered the offshoot for the boss room they decided to choose the path that led them back to the beginning of the map. The player was able to find the boss room but they explored most of the dungeon before finding it. 


How will I improve my map?


Going forward I will add more mechanics the player can utilize to complete the dungeon. I would like to add a chasm so the player will either have to jump over it or use some magic. Using other mechanics will vary the gameplay so the player isn’t only fighting monsters over and over. I’ll also add more symmetry to the location of the boss room. The paths of the dungeon I’ll keep asymmetrical but the path leading to the boss room will be at the middle point of both paths. I’ll also open the play space on the map to make it more apparent that there is something different leading to the boss location. The enemies need to be rebalanced. I need to make the enemies on the way to the boss not so difficult they make the boss seem easy. But I’ll also need to increase the difficulty of the boss so it seems like a challenge in comparison to the enemies along the way. 

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