This week, Tom and myself have been working
on the game together as most of the tasks we have undertaken have been based on
level design.
For my part of this project over the last
week I have worked alongside Tom in creating the easy route for the first level
of the game. The route has been designed after finishing off the layout of the
base level.
One of the main parts of the week for me
was applying the Navigation Mesh to the level after Tom had finished modeling
it so that the enemy could navigate all of the obstacles. After completing this
work for the base level, I found it quite straightforward to apply the same
techniques to this level. It did, however, need some tweaking in order for the
enemy to roll along the floor at the perfect height. This issue was quickly
resolved though. I also found that special consideration had to be given to
some of the corners as enough space had to be left for the enemy to comfortably
navigate his way through.
The level itself went through some
alterations with numerous playtests revealing a few errors. One of the big
changes we made mid-way through creating the level was the start point for the
main character. It was decided early on that it was important that the player
could see the entire level upon starting the game so they had a rough idea of
where they needed to travel. With the starting area positioned where it was, it
made it difficult for the player to see the necessary objects they needed to
collect. After some altering of the start base position, it was decided the
start the player from a position where they could see all the collectable and
the enemy.
The enemy starting position and speed was
also changed. It was felt that the enemy was initially too fast and that it was
difficult for the player, especially on an easy route. This was a change that I
applied quickly and slowed the enemy down. The starting position for the enemy
was altered too, with it being decided to start the enemy where the player
could see him. We felt that having the enemy start moving towards the player
straight away added a sense of urgency to the game making it more exciting.
Because of this, we made the enemy start the opposite side of the level so the
player could always watch the enemy moving towards him.
Next week, I plan on rectifying the issue
of having the player unable to see the enemy when travelling towards the
screen. I will try and implement a detector arrow, which will show the position
of the enemy relative to the player.
Written by Phil
Good update, it is also clear that you have been consulting chris on the game development.
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