CAGD 270 - Level Design


Project 3 - 3D Game Level 2 V1

12/3/23


    Level 2 references level 1 of last project being an intermediate difficulty set in a medieval theme. The goal for level 2 is to lead up to a boss fight. First glance at the pre-requisites, when I thought medieval, I through of village huts and a castle with a moat which I would have the main boss be located. 

    To break up my level, I would say village is area 1, moat, and castle. The village is where the player starts which is where I encourage the player to explore. Some of these houses are open which hold hidden 'villagers' which are the monsters who guard one of the 3 buttons which unlock the castle door. 


    Next was the moat. I wanted a run down moat bridge to encourage parkour. I added difficulty in this by adding object in the way of jumps and long strips of 'broken areas' which were acid. When I thought medieval, I thought of cannons/cannon balls and archers which fit in perfectly as one of the 2 monster options, spitters. I had spitters sit on top of pillars which would attack the player above during their parkour.

    Lastly, the boss area which unlocks after the 3 buttons around the map are pushed. In the boss area is where the 'king' or main boss stays. He is bigger than all the others, and backed by 2 'soldier' medium sized. The soldiers require 3 hits and the boss being 5.

    A couple things I had my teachers help with included the breakable blocks, which kept falling through the floor. Next were small monsters which were behind those breakable blocks, which field of view were too high which made them detect the player too early and pushing those blocks. Another issue related to the monsters were when I placed spitters on tall platforms, their detection range wasn't working because they weren't on the same plane which I had to make adjustments of.


    After watching the playtest of 2 players, I noticed some issues which will be addressed in version 2. Firstly, the spitters which were on tall platforms fell through their platforms. They still detected the player and spat but it wasn't intended for them to faze through their platform.
    Another issue was the final boss. As mentioned before, I wanted the boss being 5 hit and smaller helpers 3 hit, but in the playtest, they ended up being 1-2 hit.


    Feedback and observations included a sense of 'lost/confusion'. In the village area mentioned before, there are some houses which players can enter, one holding 1/3 of the buttons to unlock the boss. To make it obvious for the player, I added monsters in the area. As I was watching, they killed the monsters but didn't notice the open house. It took them 5 minutes later which they gave up in frustration and I had to step in. Player suggested on either making the house stand out more or only have that one house be able to walk into.

    Overall, I had a good level design, it's just that the implications and adjustments are needed fixing for everything to flow better. In version 2, I'll address the bugs that the spitters and monsters had and adjust the village to make the area with the button more obvious.

Project 3 - 3D Game Level 1 V2

11/14/23

    Parts that were changed for version 2 were changes to surrounding wall heights, the mountains around the acid lake and platforms, connecting all buttons to one door, and fixing walls on the wrong layers.

    After the playtest, I went back to adjusting wall heights like the mountains around the lake and overall boarding wall for the layer because players kept escaping the map and skipping areas. Another fix was the small platforms in the lake which players fell through and died. The problem ended up being due to having multiple acid chunks rather than one large chunk.

Last major issue that was fixed for version 2 was the door to the ending. First off because the default settings for the connected door to buttons only allowed the connection with two buttons rather than the three I had, which I ended up having a teacher apply a fix for. A missing part to the buttons was a connecting mesh that's originally supposed to be in the button and door to connect them.

    For future versions, I would like to adjust the boarding of the level. Rather than having 4 walls making a basic square, I want to make an odd circle, unnatural shape. I would also like to create custom meshes whether its a tree or house. During the playthrough/playtest, players finished just around five minutes, so for future reference and referencing others, I want to give the player more space.

Project 3 - 3D Game Level 1 V1

11/7/23

    This project has more indepenent freedom compared to past projects. With the basic introduction to the program 'Unity', and usage of '3D Game Kit Lite'. This kit introduces Unity's basic system, mechanics, and tools for new user friendly game designing.
    Originally, my concept design stuck with more of theme than mechanics. Requirements for this assignment follows the genre '3rd Person Action Platformer' in a SciFi Jungle theme. Overall goal is to be an easy introduction level to teach player base mechanics with simple combat. 


    In the design I kept basic mechanics in mind like movement and combat, but I had a hard time designing the level without knowing how the Game Kit worked and its abilities.
Once looking at Unity, I knew I had to simplify my concept because withing the time span and me adapting to a new program, realistically I wouldn't be able to get everything to work and design the concept.
    Being introduced to Unity was very intimidating and overwhelming. Starting from scratch and being heavily guided by my teachers to get to even the base platform, I was lost. Seeing the amount of drop down menus, new vocabulary, camera/mouse movements was all very confusing for me, so even just getting a wall down was hard. 

    In the players starting room, I introduced breakable blocks which were colored blue compared to the surroundings being white. This was user friendly, but the implementation went wrong because the object either fazed through the ground having no gravity, or player could not break it.
    Following the breakable blocks, was a platform button which opened 2 doors Infront of player. Player would learn they are on a 'cliff' or higher view point and can over see the map.
I broke down the area into three areas, a empty area which was supposed to be a maze but wasn't able to make, a 2 floor building, a hidden area, and a acid lake.

    The building, which I'll call 'area 1', introduced two enemies, one being close combat and other being a long range spitfire. The 2nd floor lets the player learn of buttons. These buttons will be scattered in each area to open the 'final door'.
    Behind and to the side of the building was a hidden area with breakable walls that included a health item and another button.
    Lastly was the acid lake being area three. Acid lake introduced platforms for parkour but had hidden ranged enemies spitting acid from behind the surrounding area. At the end of that area held the 3rd and last button. Player has to parkour back to reach the door which would be open and end the level

    I ran into many issues before and during playtesting. First off, the buttons in each area weren't connected to the 'final door'. Another issue were the few walls which weren't on the environment layer which caused the player to faze through certain areas and cheat implied areas. Another issue were again the walls, but rather than fazing through, they weren't tall enough which let the player jump on an skip places.

    For version 2, I hope to adjust the buttons for the final door by connecting them. Another improvement would to be heighten the surrounding walls and checking their layers. A main take away that I want to work on for next playtest would be to focus more on the 'theme' like creating meshes for trees and mountains.

Project 2 - 2D Mega Man (Lvl 2)

10/24/23

   This is Level 2 of the Mega Man level, leaning more towards a mid/late game difficulty. Player should be familiar with basic mechanics and will be introduced to 2 new weapon variants and an overall harder difficulty.

    Before introducing the weapons, I was stuck on how to add the weapons, so the level design wasn't based on 'using' them. I introduced two new weapons, the first being the 'Super Adaptor', which lets you boost upwards a small distance and can fire a honing fist. The impact it had was mainly the usage of firing the honing fist to reach enemies on a higher platform and used the jump boost to go reach areas with small healings.

    The second weapon I introduced was the 'Rush Coil'. This weapon summons a dog like platform which allows player to spring up towards higher areas. The Rush Coil acted similar to the 'super adaptor' in the fact that it jumps high, but compared, the 'rush coil' allows a higher spring like jump.

    The first thing that went right was the overall design. I was proud of the usage of mossy stone and a forest/jungle vibe. I ended up scratching my tree house idea from previous concept, and ended up doing a jungle temple/Aztec vibe. Another part that went well was showing the player a locked area which they have to continue forward to get the key and bring it back. An improvement compared to V1 intro level, my playtest lasted 4 minutes and 30 seconds, which is way better.

    Feedback wise, parts where I could improve on is that the areas I had were good, but I should have them be more punishing. I was told my level was a bit too easy for a late game level and I discussed the addition of more punishing replacements for example, instead of the spikes that flip over after stepped on, using a different spike that insta kills you if it's touched.

    Improvements I want to work on for next time would be to bump the difficulty like adding mini boss areas, have more punishing areas and or areas which lets the player really experience the given weapons rather than them being a passive weapon.

Project 2 - 2D Mega Man V2 (Intro/Lvl 1)

10/17/23

    Referencing the same level and rule sheet from version 1, version 2 required the addition of keys and doors. Because of this, I felt my current level didn't have an area made where I could place a door and key, so I added a new area after redesigning the underwhelming boss room previously. 

(Left is Version 1 and Right is Version 2)


    Replacing the old boss room, I turned it into a a small slide area I sampled from playtesting a classmates level (they said I could). This then drops into a new area which adds 2 mini bosses who drop keys to unlock the next areas. The 2nd key dropped unlocks the boss room area which ends the level. Playtesters finished around 2:30-3 minutes.

    Some other minor changes included making all checkpoints visible, first playtest only 1 was visible for some reason. Along with that, I changed the background to more of a western setting kinda like a dune background. And of course since I added a new section, that includes more enemies which my playtesters suggested. 

Next time I'll aim to space out the different objects like keys/doors and enemies. Another improvement for next time is the boss room. I feel its underwhelming or somethings missing, so I hope to do more research to make the area feel more full.

The overall flow of the game went smoothly. Players took the correct path and followed the areas, along with being rewarded with heals if they explored 'hidden' areas. One player said it almost felt a bit too easy when it came to the enemies, but from my view since it's a tutorial, it should be kept on the easier side while introducing common enemies which would be introduced in later levels.

Project 2 - 2D Mega Man V1 (Tutorial/Intro)

10/10/23

    Using past mechanics and graphics, I'm creating a new Mega Man game. Specifically created around MM5, western theme, and limited level objects to introduce a new generation to the genre but also keeping veteran's familiarity. This first level acts as an introduction level to familiarize key features like shooting and sliding and shouldn't be punishing or too difficult.

(Western Concept Design)

    Before the main game design, I started with designing a 2D concept design of my referenced layout. Then basing the main level layout based off it. This was my first time learning about Mega Man, so during this process I was watching a playthrough to get an understanding of how the level is designed and usage of objects. This design process reminded me of Mario Maker, which lets you design your own Mario level.


(Level Design)

    Things that went well was the overall level design. I felt it was a good level length, not too short and not to long, the playtester took a bit over 2 minutes. All areas were also dummy proof and weren't too difficult like having quicksand be 2-3 blocks sinking, but player can jump out of it.

    Quite a bit was iffy or improvable on my part. Starting off, I designed my level with falling/spikes and flames, but after reviewing the requirements and restrictions, I had to redesign majority of the areas that included those objects and change them into jumpable areas. Another issue were the limited objects, it felt a bit repeating only having the player jump around so in the future I might have platforms and ladders for diversity.
    I also needed to add breakable blocks, although I thought they weren't required, it seems to be recommended when I look back at it. I learned that there aren't any triangle/slanted blocks or from what I could tell, I had to scratch out the slidable areas and turn them into fall-able areas that took you down lower. Since this was version 1, I used this to get familiar with the software, so I sticking to the 'theme' of western like changing the background would be a change for v2.

 (Version 1 Starting Area)

    When I planned my original level from the image above, I thought that was good length, but after building the level and testing it myself, it was too short. During the playtest session, I found that most designers didn't even reach the 5minute requirement. Everyone felt the tutorial should get you through the basics, which averaged around 2-3 minutes. 
     
    Things I learned from playtesting others, was that I could change the arrow signs into neon blinking which I feel would help my design for a more attention grabbing guide. I also enjoyed how others had 1 block slidable areas for either hidden health orbs/areas. I had help with my checkpoint objects since I thought it was normal for them to be invisible, and was taught how to fix it for future versions.


Project 1 - Simple DnD Map v3 (Final Version)

9/26/23

    Version 1 and 2 were a perfect tutorial type of level. The previous versions were to be used as reference for a whole new version with new game rules, a new map, checkpoints and items. The overall game theme was 'Post-apocalyptic Alien Invasion,' with the level theme being 'Prison Break.' 

    Before starting my map layout I researched references including 3 environmental concept art pieces. My first idea of 'prison break' was the game 'The Escapist' which is a prison break game giving you a friendly insight into everyday prison life. From this game, I wanted to reference the layout with cells, courtyards and cafeteria. 
(Overview Map of 'The Escapist' )

    My 2nd reference was an image I found under the search 'post apocalyptic.' It inspired me with the usage of toxic waste which would probably find post apocalypse. I imagined I could implement this as a jumping point somewhere in my level since I imagine a post apocalyptic prison break would be messy.
(Image Search of 'Post Apocalyptic')

    For my last concept art, I specifically looked up 'Alien Invasion.' which was the second part of "post apocalyptic alien invasion." When I think aliens I think of the famous common thought of a UFO taking a cow from the fields and wanted to implement it some how in my level. Since prisons have courtyards, I wanted to have a mini boss spawn there from a UFO, or u run into the courtyard finding a UFO to teleport the player somewhere on the map. This part didn't end up cutting it.
(Image Search of 'Alien Invasion')

    Since we're still on project 1, we stayed in the same groups as previous versions which were Alex and Hesus. Things that went well was that I had item randomization, no item had a set place, I let players roll/pick a number 1-13 since there were 13 items given as example options in the rule sheet. My playtesters also felt that the mob stats were well.
(My Final Level Design)


    Although I was happy with this design compared to the past versions, a few things went wrong. Firstly, was when using fog of war (covers areas from players unless purposely revealed), the fog was black and so were my walls, and with black on black, players struggled to differentiate deadens and available areas. This was a common mistake I noticed between our group. My second minor issue was that I had all mobs visual to players, so their stats showed, making my playtesters weary of the area.

(Labeled version of placements)

    For future reference on a project like this, I want players to be able to full heal when arriving to a checkpoint. It felt punishing if a player dies, their whole group is sent back to their most recent checkpoint. If not, then add an item(s) that can full heal.

Project 1 - Simple DnD Map v2

9/19/23

    For the second playtest, we stayed in the same groups as last time which included Alex and Hesus who played Rouge and Mage. This time around I didn't change too much from the original other than adding doors and fixing the walls which didn't have an opening for a path and moving/adding a mob. Along with having color coded keys for each door so items weren't confused with keys.

    Things that went well in version 2 were the fact that the players could see the stats of the mobs. Also adding pathways near jumpable areas so players weren't forced to gamble their roll to jump. I also decided to add a function to the bottom left box, which is where I put the dead mobs/players while the playthrough continues for organization sake. My playtesters also liked that their is no set path and the scaling of mobs.

    Some parts that went wrong were my interaction with moving the doors. It was difficult for me to highlight and move it so to adapt to it I just rotated it rather than trying to move it as a whole. Another issue was when I changed the bottom left area to a hallway, if players went down all the way, they wouldn't have been introduced to the jumping mechanic. In the future, I would cut the long hallway into thirds and add an island and 1 more mob onto that new island.

    Overall though, my feedback was positive and I agreed that the challenges and layouts I had were player friendly and proper for a tutorial. With multiple options to go from the start let the player decide where they wanted to go and would eventually end up at the boss. Other than having to verbally state and clarify how the jumping mechanics worked like damage if they aren't successful and the amount they need to roll to cross # of tiles.

    In future creations I hope to apply new mechanics that I enjoyed in my other classmates maps. This would include keys made of circles that would drop from killing a mob, having scattered mobs that hold a key, and need certain # of keys to open the boss room, and lastly a maze type area.

Project 1 - Simple DnD Map v1

   9/12/23

    This project was to create a simple Dungeons and Dragons(DND) map through the website Roll20. We were given a basic rule sheet that included 4 characters with set stats, combat, skills and spells. Along with needing to introduce basic mechanics like jumping, bosses, and movement scaling.


From left is Rogue, Mage, Archer and Warrior

    Starting the project was rough for me because I have never played or experienced a DnD game. Going in blind and unable to understand DnD maps on google, I started just scribbling areas along with paths to connect each area. I wanted to go for an island hopping base so that there would set me establish jumping and areas scaling into higher difficulty. A problem along the area creation I ran into was the fact that there wasn't an eraser, so If I wanted to redo or edit a section, I had to delete a lot to make a small change.

    In the image above, red circles show my current issues of being unable to erase areas I wanted to connect.
    The brown squares were broken bridges that need to be jumped across. I kept these bridges 1-2 tiles wide because 1 tile = roll a 2 so for a 2 tile jump would need double the usual. For example, I'm crossing a 2 tile wide and roll at least a 4 or more to cross or I fall in. If a player falls in, they take 1 damage and are placed back to where they attempted. 

    Players were given the freedom to choose from 2 paths at the start which would eventually lead them to the main boss. And because I did 2 paths with jumpable bridges, it gave the player a chance to explore and even loop back to the start. The size of the rooms were kept wide enough for players to see the walls so they could follow where the walls lead.
White is what the player can see and gray is fog

    During the play test, Alex and Hesus picked Mage and Rouge. Before they started I had trouble setting up fog so players don't immediately see the whole map. I had to explained that green was HP, red was ATK and blue was DEF, along with that monsters don't attack until both players go. They went together and continued down the map eventually leading to their first monster. This monster was kept easy in my my opinion with 6HP, 4ATK and 0DEF. Players could possibly 1 tap the monster or one player is left with 1hp, but in the end they ended up killing it before it got to attack.


    Players got to experience 2 types of mobs either lower hp with high attack or low attack high hp. Eventually came the boss with 9HP, 2DEF and 2 ATK. My playtests struggled with this but said it kept them on their toes because they took a lot of damage from failing their jumping rolls. The mage had to use their turn to roll for heal while the Rouge rolled for damage. This boss took them a few turns but neither of them died.

Feedback wise, they said the difficulty scaling was good. Since their movement turns let them move 5 squares in any direction, they said it would work with only 3 movements but 5 was fine.I didn't think my players would like the RNG roll factor to jump, but they said they liked the fact they couldn't just blaze through the map and had to wait for each other. I thought my overall design was going to be a train wreck but proved to be simple and met all basic requirements.

For future improvements, I hope to add move of a 'maze' feel rather than so much room traveling between areas, something like doors or walls to add delay. Also adding more cut clean lines when adjusting my map and clearing the places I couldn't erase.