Level Design Pt 4

Because our game follows a puzzle scheme for the Ranger Players, the game heavily relies on the Level Design being created, because if there is no puzzle, there is not level and if there’s not level, there’s no interaction for the player. So resuming our Dynamic Puzzles, it was essential to increase the difficulty of each puzzle so it seems reasonable that it needs to be completed under a certain time limit. So now it what was done was for me to create the other design to lead a follow up for the other Game Designer to finish them off.

By creating Step-by-Step guides as an influence for the design, it will help understand the layout and what specific locations will the player interact with in the maps.

Step-by-Steps

So I decided to create 2 Designs for the second puzzle, and 1 each for the other puzzles with more steps to be added which effectively increases the difficulty and creating new interaction mechanics within the maps which the player can learn from each time.

With each puzzle we decided on creating at least 3 different designs for each puzzle but the only problem generally is that whilst creating these designs, the game could end up to being too simple, but for the purposes of showing off the concept, it should be fine considering we need to design the Live Ops which will be adding a lot of content.

Puzzle 2 still need to keep things relatively simple but now the new mechanic that we add includes the Telepath to move a platform, so it adds and extra level of interactions for the player or at least another section that can be add another meaningful decision for the players involved.

Next was to set the stage for the next puzzles trying to figure out how to raise the difficulty, with mechanics that can be feasible for current interactions that we have.

Puzzle 3

As increasing the difficulty, the game needs to apply a new interaction mechanic and more steps have to be added.

The new mechanics for this particular part include elevated platforms, floor switches and hidden walls that open up. This adds a new dynamic to the puzzle solving, albeit simple but effective at allowing for effective time management within gameplay. This also includes all the previous mechanics in each puzzle beforehand so Flow of difficulty is present

Puzzle 4

This puzzle being the hardest, so as this is the last puzzle in the overall map, it needs the most amount of steps, incorporating a few new mechanics whilst encompassing all the previous mechanics, adding that final layer of complexity, including the Aliens trying to disrupt the flow of the Ranger players; it should theoretically allow for this to become the most tense part of play.

The new mechanics that have been added for this final part include switch added bridges, so now the Rangers players will have access to new bridges that are part of the map and now there will be a switch to rotate objects, which can help with certain platforms only going on one direction, now they can change direction completely.

Next Steps

With these Step-by-Steps made, I will be able to create basic level designs for the game so at least there is some knowledge of the basic elements that need to be applied into the game. From there creating placeholders will be relevant for the Developers on the team.

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Rewards, Economy and Monetisation Pt1

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Technical Design Pt.2