Tuesday, 17 January 2017

Level map 3rd refinement

I have refined the map layout more, and placed the map itself into a grid system. This will help down the line with making the level in the engine.

The grid will make it so that I can use a custom modpack with standardised parts to create the level geometry after blockout without much trouble or extra work.

Here is the current iteration of the map:


As you can see I have refined the layout.

The mini boss is now situated about half way through the player's experience. I think this helps the pacing, as having two bosses directly after each-other could have felt exhausting.

As well as the enemy encounter rooms, I have added some gameplay mixup in the form of Puzzle rooms and Trap rooms.

The puzzle rooms will require the player to complete a specific non-combat task before continuing, for example a block puzzle or something to do with manipulating objects in the room. This changed the gameplay by providing a more mental challenge.

The trap rooms are kind of skill and control challenges, where the player must traverse or avoid specific obstacles. These could be thin platforms over a pit, or avoiding objects flying from the sides or cieling. This provides a more skill and dexterity based challenge.

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