CAGD 270 -3D Game Level v2 Feedback
After the second playtesting, there were a lot of comments about the new and edited level; my focus for the reworking of the level was trying to expand the player visuals and level scenery as well as fixing the bugs pointed out to me during the first playtesting of the level. Since the theme for the level was Sci-Fi jungle and my level had mostly a laboratory environment. I decided to add vines because that would give it somewhat of a post-apocalyptic feeling to it. Once I added the vines, I thought that they gave the level a good abandoned environment; however, a bit more green wouldn’t be bad for the level. For that I used the modeling tool inside Unity and made a low poly tree that gave the scene more of a alive feeling.
With the playtest there were many good opinions about the level, the most notable being the change in the scenery for the level. The comments said that the green - environment gave a more natural feeling and achieved the sci-fi jungle theme for the level. Another thing that was fixed was the acid not killing the player once touched as well as the acid not filling the whole acid pit and being short by a few inches. With the playtesting there weren't any issues with the acid, but there were issues with some of the walls added. For the walls to work they needed to be added to the environment layer and I clearly forgot to do this procedure for several walls on the start and the end of the level. For the life packs in the level, were well distributed. The buttons and pressure plates worked and forced the player to go hunting for buttons to unlock new areas.
Another comment I got for the level was the length of it. They said that the level was short and that adding a bit more space for puzzles could enhance the experience for the players. I did add a bit more to the level, but it seems that more level development would have been more satisfying for the players.
Overall this assignment was fun and a great way to get introduced to level design in Unity. I think having a Game kit facilitated a lot of time and work but making a level does require a lot of thinking. Creating an annotated map for the level was the hardest part considering to that point I didn’t really know what I was going to do or want for the level to be like. Maybe for my next project, playing a bit with the game editor before doing the annotated map would give me better idea of what the limitations of the level are and the dimensions relative to the player size. Another thing that I could improve for future projects would be playtesting the level a couple of times trying to find bugs without following the designed path to see if I can spot anything that I wouldn’t notice following the intended path. This project although it was easy because all the assets were given to you I think it was hard to put together. I feel like other projects from other classes have felt easier to deal with because you are designing the scripts and you are conscious of how the internals of the game are working. Level design has proved to me to be a hard task that needs to be taken seriously and with time. Rush making a level would end up in something with no color, or feelings which will then be demotivating the player.
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