3d Level Eportfolio 3

 This level-building exercise was interesting, it was neat to see how different it was building the levels in different dimensions. Having to go from a top-down 2D level design to a sidescrolling platformer and then to a 3D 3rd person platforming level. While the composition stayed the same they had to be applied differently to make the levels cohesive and functional while still meeting the level requirements and parameters we were given for the assignment requirements. 

I thought I implemented platforming well, I tried to use the game Mirror’s Edge for inspiration on having a dynamic and interesting platforming experience. I also think I implemented the moving platforms well I tried to keep the levels interesting yet simple. I tried to keep a cohesive flow as it was a tutorial level and having too many diverging paths that would lead to no I think it was obvious where the players were supposed to go but because of the texturing I used to make the plane interesting to look at and to try and prevent the player from falling off the plane prompted some of the people to explore the polybrushed areas. 

It was interesting to set the level up and go to playtest it and see that jumps were impossible to make in one way or another when they looked possible while originally setting the level up. It was interesting to try and experience the jump and movement mechanics as it felt as if when you held down the space bar the jump action was sustained in an almost double jump kind of fashion, which meant that designing the distances between the jumps had to be tested multiple times. 

I don’t think I implemented the acid well. I feel as if it is just kind of there, in the level not doing much. I think in the final boss section I will try to make the acid move, perhaps by attaching it to a moving platform. I think keeping the path fairly tight allows for the player to get more familiar with platforming and allows the player to progress without, getting stuck somewhere because a jump might only be doable in one way. 

I’m going to introduce the boss area by forcing some backtracking via teleporting and switches opening the doors, forcing players to be more mindful of pathways and having to be aware of their surroundings and what actions they are taking. 

The challenge for the player comes from having to explore the last half of the map using the previous information they used to complete the path and open the gate for the final boss room. It will require backtracking and more deliberate timing of the jumps as a missed jump means falling into the acid that takes up the entire floor below. 

I’m going to see if there is a way to adjust the platforms by speed individually so I can have some moving faster than others for an added bit of challenge and to make the level sections get more complex every time you teleport. 

I think one thing I could do to add some interest to the level and challenge the player further is make it so the chompers block the pathway and the player has to fight them to advance forward. 

I tried to make sure that when things were introduced to a player they would need to repeat the task a few times to learn and get comfortable with that skill.

I thought the overall level flow was good, even with the lack of color there was a clear path and clear markers to use to travel through the level.


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