CAGD 270 -3D Game Level v1 Feedback
For this project, we had the amazing opportunity to learn how to manipulate world build in Unity. We were given a small package of objects, prefabs, characters, and other tools to design a level in a 3d environment. The theme for this project was sci-fi jungle. So some of the first things that came to my mind were a post-apocalyptic lab in which vines and other jungle themed nature broke into, and now there was this post-apocalyptic ecosystem in the lab. The assets that were already part of the unity package already had a lab feeling to them, so I used that to my advantage and designed a lab-looking environment.
After having all my ideas for the level, I started building with shapes and other interactables like floating platforms, pressure plates, buttons, gates, and other handy objects that could enhance the player experience. I did a few playthroughs and found and fixed most bugs like walls without collision and other minor issues. The level itself was good, there is a starting area and you have to break blocks to get out, then find a button to open a gate and do some parkour to get to the ending while also killing enemies spread around the level.
With the level done now it was time for playtesting and players had a lot of feedback with my level. Everything started as intended and there weren't any problems until after the gate was opened to the acid pit. Apparently the acid pit does not kill you which was a huge problem considering that it was the main menace while doing the parkour. The level was puzzled based and the player had to go around finding the secret button. The level was fairly easy and quick to complete, the players were able to complete it without major complications. Player’s feedback was mostly positive, they had a good experience playing the level. They said maybe expanding it a bit more could make it more enjoyable, the parkour was fun to jump around although knowing that there weren't any dangers below. Enemy placement was good and balanced, the enemies were well positioned strategically so that the player had to reach a certain point in the level to kill them. Something that did get pointed out to me was that there wasn’t any checkpoints and even though the level was short, they wanted to have the safety of a checkpoint in case of death.
Overall the level was good, there are some small improvements that could be done to the level to make it more interesting like making it last longer, and adding checkpoints for the player to feel safer. Something of my own observations was that there was decoration missing like vines and trees and what not. Many levels were decorated with makeshift pieces and decorated their level that way. In my opinion more decoration could have made the level more interesting to look around.
Something that I can take out of this project is that even having all the prefabs available and all the interactable objects, it is time consuming to put all of it together and make up your mind on how you want the level to work and what do you want your player to take away from it. I think this has been one of my favorite projects because we started to learn how to move and build in unity which is something that I've been looking forward to for a while. Also testing other people's levels was a great fun and joy and most of them had amazing levels with complex thinking behind their mechanics.
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