Okay, I am new to level design, and I want to make a game which allows the player to use a plethora of traps, tools, and abilities in order to advance further into the game.
I am having a lot of trouble trying to come up with levels that would make use of all those gadgets, but at the same time give a suitable amount of difficulty (I want a hard game) for the player to work against.
The problem is, I wanted to make a game where you have the following tools:
-Something to break certain walls.
-Bear traps
-Trip wires
-Chemical explosives activated remotely
-The ability to interact with electronics
-Actual electronic traps that would be unlocked very late in the game
-Infrared vision that slowly regenerates
The following problems:
-Basic needs: food, water, sleep
-Escaping the island
-No guns
And I want to provide enemies that would challenge the player enough to depend on those tools in order to not die. To make things simple I think starting with strong, fast melee units and eventually moving up to ranged units would be the best idea.
Anyways, I am fairly weak in designing levels based around wildlife and nature. I don't want a linear path, but at the same time I don't want a large, empty field. I have been looking through some other games that featured wildlife, and I find that in order to get large, cinematic spaces they ended up with long, linear pathways or large fields.
And in my experience, invisible walls are extremely unsettling and ruin the experience of the game. Just looking at my first few times playing Uncharted 3 reinstate that fact.
So, I want to make a game which provides levels that are interesting, and not straight hallways or fields of grass, rocks, and trees.