Level Design Pt.6

Now from like from the previous section in Onboarding (which isn’t exactly Onboarding but one of the methods I thought could be a way to develop it) the same process was adopted, first using the Step-by-steps ideas, creating drawn out sections of it, then applying into Unity.

Since I’ve already done the sketches I applied them into Unity and this was the result, again these were placeholder levels so it mainly involved where things should be and what interactions where wanted. So you will see a bunch of colours but I will explain them again and again with each update, because it can be a handful to remember what each colour means, but with each new Puzzle there is a new mechanic that is added (classic puzzle concept) that would be added, so it means that some new objects and colours which can be confusing.

Placeholder Puzzle 1

Again the principle for each Puzzle is that they need to be same vicinity as each other, but this only relates to Puzzle by Puzzle, so if Puzzle 1 is a particular size, every design for Puzzle 1 needs to limited to that size. Every piece in that puzzle need to occupy the same space, however this rule isn’t true for the rest of them. So Puzzle 1 has a specific size but Puzzle 2 doesn’t need to be the same size as Puzzle 1, but all the design for Puzzle 2 need occupy the same vicinity.

This would be how I would work through each placeholder, and they really do differ in size.

But this is Puzzle 1 so far and this should be the easiest of all the Puzzles in the game introducing the general components to the players.

Hopefully visually this makes sense.

There is a switch for the players to get to in order to open the main exit door and they have a pile of tools they can perform. Ranger 1 can teleport over the gaps and go through the Pinky colour walls. Ranger 2 for now can only move the Pinky blocks with his mind.

The Purple boxes relate to the Aliens and the resources they need to collect and the main exit door is the Green one. The Red one leads on to the trap pathways that can be activated by the Aliens (realistically this shouldn’t happen at the first level but it’s there for all of the Puzzles). The light blue box is the switch that opens the Green Door and there we go

Simple right?

Next Steps

Unfotunately the final puzzle haven’t been completed so my next plan is the finish off Puzzle 3 and 4 sections, get those step-by-steps done so then I can do this whole process for those levels, and then once they are done moving on to the trap pathways which would complete the whole set for the game.

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Technical Design Pt 3

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Rewards, Economy and Monetisation Pt 3 (Economy)