Thursday, 3 November 2016

Playing Catch-Up: Map Out Game Levels

These are very simple level map... prototypes... They're basically 2D block outs. I want to do at least 5 levels; the first few being tutorial levels.

Level 1
I have created these in monochrome and simple shapes to get a quick and basic idea of how I would like the levels to be.

These three levels have the tutorials incorporated inside them so that the player can throw themselves into game-play straight away, rather than just reading about how to play.
Doing it this way allows players who don't want to sit through a tutorial to not have to, but also gives the information needed for anyone else who would like it.
The text will not say exactly what is written on these mock-ups.

The first level consists of no danger. All the player has to do is guide a floating ball to the shrine to finish the level.
Level 2
The floating player is surrounded be a glow, which radius can be increased by pressing the space bar to illuminate the surroundings. The glow lasts (perhaps) 2 seconds before being reduced back to the normal area and going on a 3 second cool-down.

The second level introduces dangers and something for the player to collect. It is suggested that the player has to collect the Glows but some levels will have them away from the End-Level-Shrine, and out of the way. Some levels won't have Glows at all.
Level 3
In both these levels, I have tried to suggest the players to go down rather than up when they spawn. Although I am aware that the first spike might deter them to go further, I am hoping the text being in that direction might influence the player to continue. If they don't, they won't see the instructions about the Glows and may miss out, but might find them later on.

The third level is a slightly more complex version of the second but it should be fairly simple.
The Glow is deliberately hidden away so if the player finds it, great, if not then they know they can complete the level without collecting it.
I'm not sure whether or not I want the shrine, or Glows, to glow, how ever faintly, in the distance yet.
This level introduces health relics. With any luck, for me, not necessarily the players, the player will hit a spike along the way, but it is completely possible to avoid them, I don't know if I want to change that or not, and I'm not sure about the speed that the player is travelling yet. It is something I need to test out whilst building the
Level 4
game itself.
The large med kit restores 2 hearts, and the bandage restores half a heart. I'm not sure if I like these numbers yet.

The fifth and fourth levels are here as examples of different types of levels. Some areas would lead into others and some into nothing. Some paths will lead to Glows, others to nothing. I need to figure out a way of making the spikes and flat surfaces clearly different.
These two levels also indicate that the directions and Shrines will not always go in one direction or be in one place.

Level 5
On the UI, the player will see a set amount of hearts, perhaps 4 or 5. Every time they hit a spike, they will lose half a heart. I have yet to create a mock up of the UI but will do soon. I may add a little indicator in the corner of the screen about whether or not the player has picked up a Glow, or however many Glows, in the level, however I'm not sure how this will work as there may not even be a Glow in all the levels and if the player will just keep exploring and become uninterested should there not appear to be one, I will also add a way of counting down the timer for when the player is able to activate the... radiating light around itself.

I also need to come up with new names because everything is being called light or glow. We'll see.
I definitely need to work faster.
There would be achievements on Steam, like finding all the Glows, not taking damage through a set amount or series of levels, not using the light boost (space), etc.

Next task:
Create UI template

Make a list of possible achievements
Begin to make at the first level in UE4

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