Level Design
The texts I analyzed for my literature review offered useful insight into design principles that I have attempted to follow. Ultimately, level design should enhance the existing core gameplay to prevent it becoming stale. However, this requires attention being given to several different elements that must be balanced. One of these elements is pacing. One of the more obvious methods of controlling pace in levels is through enemies. Positions, number type should be considered to control the pace. This is noticeable in dungeon crawlers such as Lara Croft, Diablo 3 and Gauntlet. Typically, the player will only face one or two enemies in his first few encounters. These enemies will also be terrible and of little threat. Thus, I have made the first few encounters in my own game against one or two enemies that only have melee attacks. Throughout the level, the player is subject to more difficult situations. I have achieved this by spawning increasing number of enemies in encounters. I also vary the scenarios by having the player be attacked from the front, behind and from multiple direction.
Of course, the level should be fun to play. The enemy encounters throughout the level, despite the variety in circumstances regarding positioning and numbers, still can be quite repetitive as the standard enemies in the level do not change. No variants of this enemy or other type of grunt is introduced to force players to possibly avoid multiple attack types. The boss at the end of the level is the only change in enemy type and makes for a much more rewarding finish to the level, rather than simply fighting even more enemies with axes.
Attention should be paid to ergonomics as well. The design should avoid presenting the players with scenarios or bugs that they will find frustrating. One of the problems that was identified in my level, by players inside and outside of the peer group, is that the environment itself lacks clarity or hints. Almost every player required direction from myself as it became unclear where to go. One such actor that cause this problem was the lift to the room before the boss fight. The lift platform was at the bottom, out of camera shot, so it was easily missed. Therefore, I changed the way lift worked by changing it from a pressure pad activation to simply overlapping the actor when stepping onto it. Other switches were also moved to be easier to spot as some were hidden at the camera’s edge. Originally, I put in a scenario to demonstrate that flaming statues could be ignited using projectiles as a hint for the door puzzle. Unfortunately, this could be broken and the hint lost if the player accidentally ran into the dart before it struck the statue. Again, this happened to almost every player and then the players would run around looking for a key that doesn’t exist. I removed this scenario and now an NPC appears to give the player helpful tips and sometimes state explicitly what to do. This explicitness is okay as the level design is supposed to be the game’s first level, where such direction can be expected. Another hint I intended the player to act upon was the use of pressure pads to activate the dart launchers. As well as identifying traps, the player can see dart launchers positioned in the boss arena to assist them with the fight. These launchers act just like the rest of the launchers in the level and as such can only be used once when activated. This caused problems for about half of the players as they discovered their usefulness and then set all of them off before the boss could be hit by them. The pressure pad system presented its own problem as players thought the pressure pad for the door puzzle, and the lift before I changed it, also activated traps and so initially avoided them.
Overall, players found the layout of the level to be quite good. They appreciated the changes in altitude and direction that give the world depth as this is better than running along a flat, repetitive level. Trap placement was also like, as the traps offered opportunities to do extra damage to enemies, as well as offering risk versus reward scenarios, such as picking up the key on the pressure pad. The general concerns were the need for more clarity and a bit more variety in traps and enemies.
Playability
Players responded well to the combat mechanics as they find it fun shooting hordes of enemies that have inferior weapons. However, my concern is that the limited abilities of the player character will destroy and replay-ability as the combat gameplay will get old quickly. Suggestions for improvements included secondary weapons and some kind of special ability like throwing grenades. Combat has been improved though. The fire rate of the gun has been tripled, letting the player dispatch enemies quicker, and preventing them from being overrun by just a couple of enemies. It even makes the larger horde encounter much more fun as they can mow down enemies rather than run around like Benny Hill. The bullets also have nice, bright golf-ball-sized tracers to clearly show the player where they are firing. This is helped further by the player character having an idle aiming animation.
Whilst there is more clarity, particularly in the level itself, than there was in previous versions, there is still room to improve when it comes to gameplay. I have used sounds and some particles to indicate to the player when something has happened, however some of these sounds are ambiguous and even fail to play properly. One example is when enemies spawn in. The sound only seems to play half of the time and there is no visual cue for the player to show that an enemy is about to spawn. More particle effects and visual cues would therefore not be amiss. This lack of visual and audio feedback makes it more difficult for players to keep track of new enemies, especially if more enemies spawn off camera.
I have improved the AI. The boss can now switch to melee attack if the player tries to hide between his legs. The boss’s weapon ranges have also been adjusted to stop him from continuously swinging his sword at the air when the player has moved away from him. However, there is still a problem when the boss is stunned as he seems incapable of reacquiring the player as a target after the stun wears off. The player must run around the boss over and over until he realizes there’s a target. Obviously, no one does this as it’s easier to just shoot him and so take advantage of the exploit. There is also no particle effect to show he has been stunned and then the stun wearing off.
Standard enemies are also more likely to connect with their axe swings now and be somewhat of a threat. Although this can be done in some encounters where their spawning positions means that they will quickly form a queue to be slaughtered. Adding an offset to their target location has helped but they can still be lured into queueing for death. These enemies, by design, are not supposed to be particularly threatening but this does make them completely ineffective.
The gamepad controls were also received well. While the aiming system is a little complex as the player has to aim first, then change direction and then pull the trigger, the controls are simple enough and much more suited to casually running around shooting pathetic enemies. Some UI prompts would probably have been better for showing the controls to the player, instead of simply telling the player the buttons in the dialogue which is what I currently have. The player can also see what is going on a lot better as the camera is now at a higher angle above the world and the player moves and aims in the direction relative to the player’s perspective, rather than the world.
Despite these improvements, the level (and game as a whole) still has a number of bugs and issues that could prevent it from being playable as players will no doubt find them by exploring. It is possible to skip past objectives, meaning the UI is not updated and so the player will be at a loss for what they are supposed to be doing. Players can also run around on the rocks in they run in certain places. There are also problems aesthetically that makes the game unclear and not particularly pretty to look at. But ultimately, the real problem is a lack of gameplay mechanics combined with a lack of variety in the manner in which they are implemented in the level. This is certainly a long way from being a playable game and more time and effort put into it would have been apt.
Playable Build:
https://drive.google.com/open?id=1cYhvARNe6g4HXDsV-fgms2qtIpfK4ZAD