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Friday, October 26, 2018

Level Design: Obstacles

I like the process that the "Level Design for Games" by Phil Co outlines in his book.  I am using it to teach level design and game design comments in my class.

Next step is a brainstorm of obstacles in the game.  As I am developing a level only, I am not listing them all.  Mainly trying to give examples.

OBSTACLES (not just for chosen level):

1.      Platforms (Roadblock/Trap) – the player will need to jump across platforms.  Sometimes a failure will result in death (restart of game)  Example:  Platforms over fire.
a.      Wood plank platforms hanging from ceiling or cantilevered off walls.
b.      Large Stone blocks rising from floor.
c.       Balconies
2.      Spinning Wooden Dummy (Enemy) – the player will need to avoid these.  Some will be stationary, but spinning.  Others will spin and navigate a set path.  [for Level Design class, these would not be able to be destroyed – possible to change later]
a.      Various Speeds
3.      Locked Door (Roadblock) – player will encounter locked doors.  Will be overcome by finding keys or solving puzzles.
4.      Indiana Jones Floor (Trap, Puzzle) – The player will navigate a room in which each tile will only be stable for a second or two.  Some tiles will be solid and will not collapse. Some will collapse immediately resulting in failure. 
5.      Maze (Roadblock) – player will need to navigate a maze.   It will be important to visually show the player they are in a maze, but also include Landmarks so they know where they are.
6.      Stamping Blocks (Roadblock, Trap, Puzzle) – player must navigate a hall in which large blocks are moving up and down.  Timing will be required. It will be vital to visually show the player where they are in space for this. 


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