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Showing posts from March, 2023

CAGD 270 - MegaManMaker v3 Feedback

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       For this project, we were assigned to continue making Megaman levels, but this time there was a change in the limitations. The theme for this project was Jungle/Forest, so the rain ideas started with trees and Jungle. Another thing that came to mind was the temples and the traps, which could have a vine/bushy decoration around them. Also, for this new Megaman level, I wanted the player to have more available paths so that the player feels like there are more options to choose from. We were allowed to use 3 weapon types for this project. The default weapon, the arrow/plunger, and the c.kick were ideal for my idea for the level. Next came the game concept; I designed it so there were a lot of death pits and ladders, and there needed to be paths and keys available to the player. After finishing designing the level, I brought it to Megaman maker, and then it was a moment for the level to be playtested. I had the chance to have many students playtest my level, and ...

CAGD 270 - MegaManMaker v2 Feedback

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  We were tasked to update our last Megaman level and improve it. We had to fix the problems presented in the previous playtest as well as improve it. During my last playtesting session, I was informed that the level had some inconsistencies with the instructions and did not need to include bosses. In addition, we were enabled to use doors and keys to enhance the player's gameplay experience. Taking advantage of this opportunity, I was able to fix many of the things pointed out to me. Using the feedback given during the last playtest, many changes were made to the level. Starting by removing the bosses, they were good and gave a better feeling of completion to the level; however, in the instructions, it was specified that they were not enabled. I decided to find strong enemies but not bosses, and the two chosen achieved the objective successfully. In the end, we were supposed to have an orb that will be a finish line, so that was also added to this updated version.  Another fi...

CAGD 270 - MegaManMaker v1 Feedback

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  For the Level Design Class, we were tasked to create a level with a program named Megaman Maker. This tool allowed us to use Megaman assets and create our own levels with them. The project was to create a level Western themed with a limited range of weapons, time and assets. Using the Wester Topic, the first thing that came to my mind was cowboys, miners, caverns, and many other things mostly related to the Gold Rush. When thinking of assets that would fit with the topic, I found a cowboy enemy with a revolver, a miner with a shield and throwable pickaxes, and little hidden insect-looking enemies. I decided that a mine setting would be the most suitable for my level, since I had found many useful assets related to mines and caverns. Having somewhat of an Idea of what I wanted the level to be and what assets I wanted it to have, I started constructing the level, with a rough sketch I made on paper, and waited for the next class for a group of classmates to play test the game. Duri...