3D Game Level Feedback
When making my 3D level I
followed the tutorial presented to us in class and unfortunately used the
detailed environment design rather than the simplified one which explains the
time it took my assignment to upload. Despite this I still manage to implement
the design I was going for using the model presented to us with the Disney
example of a center place of interest and areas surrounding it being interest
points to hook customers into seeing the whole park.
I wanted to implement
something similar but much more simplified. The idea was to have a center area
that looped outward and had players to further out to explore and have to find
some keys and head back to the center in order to reach the exit but ultimately
I had fail in that ambition but with tools like this I can definitely see
myself coming back and making something of this scale a bit more detailed for
my final product. I wanted something a bit more exploratory that had you going
inside some not to deep caverns to look for keys maybe avoid fights that were a
bit too time consuming and maybe having to pick you battles. In the end my
concept art had a much more detailed design I wanted to use but could not due
to reasons.
Sly 2 level: India part 1
When making my actual
level I followed the tutorial as my experience with this kind of work was
lacking and I didn’t have much time being busy with other assignments. When
making the level I followed the simplified hub are design which coincidently
was the feeling I was originally going for of a non linear level with things to
see enemies to fight, and items to locate in order to reach your goal. The main
inspiration for this work was Sly Cooper 2 as they implemented this style of
gameplay in order to hook players and it being one of my favorite classic games
speaks for the kind of impact it left on me.
Sly 2 level: India part 2
What went right is simple
as the oval layout was easy to make and thanks to the tutorial, I can say that
I know how to make it simple and expand out wards. What went wrong however was
a matter of time and implementation as my level was small and ultimately a sand
box where you could run around, hit enemies and objects, and play with the
game’s physics. This wasn’t intentional and my roommate play testers stated
that the level was too simple, small, and barren. When making 2D levels it was
easier as there was only one way to go and usual that meant right so players
couldn’t get lost or not know what to do as it is basic common knowledge. 3D
games however are a different beast and if you don’t make it linear you need indicator
to define where you need to go and why. This was an issue for me as people
would just wonder around aimlessly for minutes.
What I would do better is
make the level bigger but have indicator for direction. Maybe have a key
visible to the player have them investigate and show that there are more of
them and what they lead to. I would use a bit more exploration elements such as
platforming to higher locations to get a clear vantage point of the overall
level and maybe even have a guide to help a litter.
The pacing would be
entirely up to the player as with any good exploration game I want them to feel
like they have a sense of freedom.
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