Monday, 1 May 2017
Treasure_Trials_10 (Losing Menu)
We decided to create a lose screen for when the player when the got caught by the traps in the game but wanted to create a different scene for each trap e.g bear trap, pit fall etc
Treasure_Trials_9 (Level Design)
Although my job during this was blueprinting our game, our current level design was not taking the job as thoroughly as we as a group would have liked so we changed his job role to helping create 3d assets and I took up the job role of level designer on top of blueprinting.
This involved me looking at the assets I have available to see what I'm working with as well as trying to look at what goes into level design and what makes a good level.
I looked and here are the features the level design needs to make a good level.
This involved me looking at the assets I have available to see what I'm working with as well as trying to look at what goes into level design and what makes a good level.
I looked and here are the features the level design needs to make a good level.
- Fun to navigate
- Storytelling using the environment
- Tells the player what to do, but not how to do it
- Constantly teaches the player new things
- Should be surprising
- Empowers the player
- allows the player to control the difficulty
- It should be efficient
- Creates emotion
- Driven by the games mechanic
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