Sunday, February 4, 2018

A New Approach to Level Design



WEEKLY NARRATIVE


Now that we have mechanics locked down, we're now creating test levels to see how they work in game. This week I was in charge of designing those test levels, as well as ironing out the various mechanics and how they function thematically. We also are planning on sticking with this micro level design style for now while we try to figure out what types of levels work and which don't. This way it's a bit more agile, and we're not so bogged down by getting an entire level design finished.


CONTENT WITH HOURS

  • Creating micro level designs for the library (3 hours)
  • Designing the trail and the wall level layouts (2 hours)
  • Team Meeting (1.5 hour)
  • Working on ironing out mechanics and question from the programmers as to how the game should work.(2 hours)
  • Setting myself up on Perforce (0.5 hours)
  • Working on info-graphics for the trail and the wall


WORKFLOW EXAMPLES


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POSITIVE OUTCOMES

  • We have an easier workflow now for design, making it easy to design and test levels.
  • We're all on Perforce, so I can now create new levels with ease


NEGATIVE OUTCOMES

  • Although this new approach to level design will help us iron out a lot of problems we have in the game, it may also put us out of scope for creating a full cohesive game. We'll see, I guess.


NEXT TASKS


This next week I will be creating lots of micro level designs and implementing them into the game myself. Ideally it will be pretty easy to just create a bunch of small levels and see how they function and the types of strategies/dynamics they can create. Also might be working on more info-graphic work in illustrator. 

TOTAL HOURS LOGGED THIS WEEK:  9 hours

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