Megaman Level 2
When designing my Megaman
level 2 I wanted to have a Metroid Vania style exploration element to the
overall level. Despite the level I turned in being an incomplete version I
managed to make the intended level and had friends and people online test the
level and even provide me with feedback via email. The design was a strait
forward linear level with now peaks or troughs at first glance and eventually
you reach a door at the end of the level where you need 4 keys. To find the
keys you must engage in activities you might night even think was a wise choice
on your first run through. Jump to heights on platforms mysteriously higher
than normal and arranged in a stair like manner gets you into the upper portion
while falling through a pit gets you to the lower half. I also avoid death pits
in general as to not lie to the player about some pits being okay and other not
because I feel like that’s pretty cheap the design allows for players to
explore and get the keys needed to succeed with areas providing powers that can
only help in other locations. The player first has to explore an area and
encounter a challenge that needs a specific power unfortunately the area you go
to does not have the relevant power so you must leave and explore other areas
to get the relevant power to advance.
Metroidvania map design example 1
When playtesting the area
I got the level of exploration I wanted from my play testers who had to
traverse the environment to get what they needed. Several acts of backtracking
through the level to get what was needed with some of them trying to use the
powers they got to advance. Unfortunately, I made sure that powers you get
wouldn’t be that helpful in getting what you want. You could potentially use
some powers to get other places, but it was more difficult without the intended
power so in the end the level came out to what I wanted it to be. Another good
aspect of the level was the time as my previous levels were completed too
quickly as my play testers new what to do in the beginning of the level as they
have played platformers before. What really worked out well in my opinion was
the difficulty that was based on level design rather than enemy placement as my
previous levels were a bit heavy on the enemies to make a since of difficulty,
but I felt that was a bit hollow in terms of challenge.
Metroidvania Map Design Example 2
What went wrong however
was something I will take into account on my later levels such as enemy
quantity. Because players had to backtrack, and enemies respond when you leave
certain scenes having enemies placed in the back caused players to damage
themselves walking into them so enemy placement is still a problem for me. I
decided to station them in the middle to avoid this issue in the future or have
enemies that pose non issues. The overall level size was a bit of a problem
because the game lacks a map player took too long to get what the level is about,
so I say make the level shorter but have the exploration being to main draw and
time consumer for playing. Another issue I encountered power up replenishing as
certain powers have separate meters, I found it difficult to gauge which powers
I need to provide and which I don’t to avoid player spamming. It is possible to
use powers in unintended ways, but I felt that was a positive overall.
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