Megaman Level 1 Feedback
Ragalla Seliby-Kaplan
When creating my Megaman
level I looked up other levels from Megaman 6 and Megaman 1 specifically. I
looked up the overall size of each level and wanted to make something of equal
length if not a bit shorter. While I have not played a classic Megaman game in
a while, but I have played the x series which is overall the same. When working
with the Megaman level design I counted the number of squares necessary to make
the level the right size and proper length. When developing I will admit it
took me a but to get the hang of the program but after that making levels was a
bit easy and fun. I made the levels linear as it was supposed to be as and kept
up with the usual Megaman level design methods. While not using spikes, I
wanted to avoid pits at all cost but compromised and used them but avoided
things that I personally felt were a bit cheap such as enemies on small ledges.
Due to the lack of enemy variety I decided to have them placed in unique areas
to add variety. Planning out the level was easy enough, but I admit which
actually making the level I deviated from designs from time to time when it
actually came to be implementing the levels. The basic tools were simple enough
to understand but the limiting nature of the assignment prove to be a bit of a
hurdle.
Linear Level Reference 1
What went wrong with this
assignment was a bit simple to understand during play testing. While I tried to
avoid hassles that I personally couldn’t stand I ended up creating a few more
hassles for my play testers. When transitioning from plane to plane on a level
enemy would respawn so I had instances of being knocked out of one plane back
into another and those same enemies returning preventing the players from
moving forward at a constant rate. A simple replacing of enemies can fix this
issue but another problem I encountered was the lack of health that was
guaranteed to spawn. I placed several health pick ups for the level to keep the
player moving and never looking back but with the problem mentioned before this
wasn’t a complete answer for the problem. I also had made an error when
developing the level as I implemented a boss at the final stretch as most Megaman
levels at least have 1 boss in each level, so I thought that was necessary. I
will remove the boss during re editing of this level for future reference.
Multi Path Level Reference
When developing the level
for next time I would like to implement higher and lower paths for the player
to follow. Both of them would be optional but I want a measure of exploration
for players to have fun with and bigger, wider levels might make for a more interesting
experience. The level was linear and thus only one path to follow as that is
what I remember of intro levels I have played. The issue comes in that I have
experience with these kinds of games so developing for someone who hasn’t was a
bit tricky. The level was overall short, but I included section that required
players to learn about the slide dash and charge shot to defeat enemies that
needed them to be destroyed and put the player in situation where they needed
to use all the buttons to avoid damage. This in turn made some parts of my
level a bit difficult as not learning these mechanics would result in death but
with infinite lives, I felt that was acceptable.
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