Level Design pt 8

Puzzle 4 Step-by- Steps

Again because of the amount of steps requires to make these puzzles it was difficult to really get it into one picture, I was able to put it into the file with clear writing, if you want to have a look at it, but this was Puzzle 4, the most steps necessary and just like the rest of the puzzles it also has three separate designs, but the one thing that made this part fairly unique is adding bridges and rotations to the puzzles, on top with everything else, so it’s quite few mechanics that are definitely available for the Ranger players.

There are quite few steps the players really need to consider when working with each other, including the distance that Ranger 1 can teleport to as well as how many times will Ranger 2 be distracted from enemies when having to move objects.

But the next thing was to finally take those ideas and draw them. Now as I was making these step-by-steps obviously vague ideas of the map came to me whilst creating, it wasn’t just random ideas being put together, I had a vision and i wanted to execute them with Map Designs. So my plan was to create placeholder levels for the developers and have them understand as what to do.

Although understandably the puzzles can be quite difficult to understand if presented in a video format, that can help. So I wanted the developers use these step-by-steps as a reference point.

Drawn Sketches for Each Puzzle

These will be translated into the Unity engine just like the Onboarding Levels and the Puzzle 1 levels. Yes, this will go through the same process. but the one design I technically didn’t finish fully was Puzzle 4 Design 3 as I already had a rough idea of what it would look like, but we shall see how well the translates into implementation to Unity. But you can loosely look at all of the amazing sketches of the levels by clicking on them.

I did make it so they relate only in numbers, so for example, S1 (being Switch 1)would work with anything that has 1 in the block or another example is when it says S5 would correlate to B5 (Bridge 5). Additionally with Puzzle 4 specifically it was hard to show how some platforms rotate when done by the use of the switches which could suggest also some switch that don’t have any proper correlation to anything and that’s what it would assume to. Just keep that in mind and excuse my horrible drawing abilities.

Puzzle 2 Unity Placeholder

Now with Puzzle 2, we have the introduction of Platforms which can only go in one particular direction, either horizontally or vertically and we also have switches that relate to those doors in the level.

Additionally this level specifically this has reference points for where the Aliens need to collect their resources so that’s also helpful, with the spawning point being similar to where it was in Puzzle 1 but as you notice it is all in the same size, which will be a theme throughout the each Puzzle..

Next Steps

From here it’s just time to complete the rest of the levels and send it throughout the team.

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Level Design pt 9

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Level Design pt 7