Wednesday, 6 May 2015

New Paper Level Designs


Through the experimentation, feedback, and my own research into game play, I began to sketch out and design the final level sections on paper.

During this time there was a lot to consider, such as player view and space, how to work with limited mechanics, such as the set grapple length, jump distance and jump height. Each area would need to be designed so that the player is taught mechanics in the early stages, and becomes more involved in using the mechanics at later stages to overcome obstacles.

The early stages introduce the mechanics, and then combine them in a friendly way.

Section 1

I started with a variety of sketches, changing the shape as I though the area through and received feedback. I decided to narrow it from the initial sketches, as the environment can still appear open beyond where you can walk, so the progression needed to be kept focus. I then thought about any aspects that I may have missed and put it in an appropriate place.

As this area is simple it did not take too much work in the initial sketches, it introduces things and takes them one step at a time.

Below is the final sketch. It opens with a bridge exploding, and the player finds they need to use the grapple hook to pull something over and progress. They then find that they need to grapple an object in mid air in order to cross a gap. Finally they need to use the grapple to pull a rock out of the wall in order to fill and sand pit and progress. Finally to introduce the warp platform they would walk along a platform at the end, and it would lift them up to the next section. 


Section 2

For this section I though about what we would need to introduce, and all that was needed is the climbing. At first the section essentially started half way through, so I redesigned it and put a section where the player uses the climbing mechanic and the grapple hook to climb up a few walls. Then the next half combines what they have learnt in the previous section in a gentle way with a grapple, warp platform and a part where they must pull an object down from one angle to create the path ahead at another angle.


Section 3

The mid section is the bridge between the two styles of game play, changing from simply using mechanics, to having to think of how to use them and what they can be used for.

The first section further introduces the warp platform mechanic, followed by a grapple. I wanted the second half of the section to make the player start thinking about how they need to use the warp mechanic. I drew many iterations of this but each one was problematic, with the player taking potential short cuts or it being too complex. The final iteration found a good balance.


The final iteration in the second half involved the player using the center warp platform in order to reset a platform position, opening a path around the outside. In order to guide the player to the center warp platform. it will appear that they can walk straight across the area, before something falls down and destroys their path.


Section 4

The later stages where designed so that the player could not simply walk through them and reach the other side, they needed to engage the player intellectually though not make them frustrated, confused or clueless.

I though about how the progression could be natural and what could be done with the small space we had. I finally found an idea that worked, it was not sketched perfectly, however I was not limited to how I could use the space. This section makes use of grappling and using the warp mechanic to control the position of platforms. A player must do it in a certain way to progress and will always be able to see what they are affecting. The challenge was to, even though the player has now learnt the mechanics, guide the player as to what they should do to progress, such as with suggesting directions or points of interest.



Section 5

This section perhaps took the most iteration and work. I went trough sketches thinking about different ideas and shapes I wanted for the area. At first the elements were not challenging enough for a final area. Wanting to keep the spiral shape created a challenging but interesting design process. When we decided to have the area spiral down instead of up, things started to get interesting, the puzzle was challenging however not too complex. I made use of multiple paths and being able to grapple from one path or section to another. However this still had issues with the shape in translating to a natural terrain and interruptions to the camera.



The final section took what the previous iteration had, however unfolded in a different shape.

I drew ideas as seen in the lower section above, for the upper section and the lower section that was beneath it, which overlapped however were essentially set in to two halves. The player would have to use warp platforms to open the first path ahead, and then below would need to use their grapple to pull down a block, which they could then climb on to progress. These puzzler sections were quite light, however still required the player to think about what they were doing. In the final version they go down and left as they progress, here the two halves no longer overlapped, however they still kept the same content.


 I fell that in some section guiding the player may be difficulty, or if the player misses something and becomes confused, it could be tricky guiding them back to what they had to do previously. The puzzles sometimes require a small amount of back tracking, and this need to be made clear.

When designing these levels I thought about how the environment and other fitting aspects could be used to guide the player. To do this I thought about the shape of each area, and tried to keep in mind how it would translate to an environment piece which allowed a clear path and natural progression.

I used aspects of what I learned from online reading about visual dominants in a scene and from what I read in 'A Theory of Fun' about mechanics progression and trial and error. What I learned from experimentation also helped greatly with the design.

The biggest challenge was when and how to guide the player in section where they should figure things out for themselves, such as keeping in mind what they have already learned, and choosing which subtle guidance to provide and get them started.

I did not do these things perfectly. I feel that the environment translating into something natural could have been much more thought through.

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