Today has been fairly successful. The level design block-in for the digital version is near completion. All the platforms are in place as well as some dummy art to hold the place for our final assets. We do have a few issues with the current build as far as the level design aspect.
The first issue is that certain resources respawn when they typically shouldn't. The item that is having this issue is the golden nut. There is supposed to be a limited amount of golden nuts for the player to collect in order to gain access to the special cannon. The other issue is that the level doesn't necessarily guide the player the way WE want them to go. For instance the player doesn't necessarily have to ascend to the top of the map if they don't feel like it. The only downside of that is that the player may get bored because they aren't realizing where they are supposed to go. That goes entirely against what we want for the players.
Lastly, while our level is good for our digital prototype, it requires some kind of enhancement to make it more akin to a regular level and a tutorial level. A typical tutorial level isn't really the same length as our current level and needs to be shortened. If we are to turn it to a full level we need to add an extra area as the current build is too short.
For the next term, the level design team seems to be agreeing to a full sized level versus the tutorial. But overall we have just a few minor modifications to make to the digital prototype level to help balance it better and we should be ready for the final presentation this term.
Labels
- Animation (3)
- Audio (19)
- Characters (3)
- From Kim (1)
- Inside Voice Alert (55)
- Level Design (27)
- Pictures (4)
- Post Mortem (6)
- Programming (5)
- Term 1 (202)
- Testing (21)
- UI (25)
- Weapons (24)
Thursday, April 15, 2010
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