3D lvl2 feed back 270
Our lvl 2 3d game had 3 major goals, first was an interesting opening that had strong cinematic feel, good puzzles that challenged the player throughout the level teaching them tricks and tactics until the final fight, and being fun to play. of these my first iteration I have completed 1 of these and half of another. To start with the cinematic and structured style of this level that is my strongest point.
As you can see the forest and development of the terrain before the large climb to the castle creates a strong g cinematic feel to it which were my main complements for the design. With the high rising trees and overarching stronghold ahead it gives a sense of terror and grandness to it. With the beginning of starting in a cave and you explore the wilds around before happening upon this ancient looking ruin there is a sense of propose and interest the player gets. seeing something off in the distance and wondering "what's that?" I can still remember my first Skyrim playthrough and coming out of Helgen seeing Bleak falls Barrow on the mountain in the distance as the dragon flew past towards it, wondering what treasures lied in the distant lands. However in terms of challenging puzzles and interesting encounters there isn't really anything of substance until u reach the the main jumping section. The structure starts with a main hallway leading to a left or right choice. go right find a locked door go left find a key... not all to interesting. I'm planning to add a full balcony section to this area to liven it up with more interest. Put spitters on top making the player look around to figure out how to get up there. This leads to a stair case that goes to the second floor. On the second floor players are met by a giant door with crystals not lighted up. looking to the side there is an opening leading to the jumping puzzle.
this core jumping "puzzle is the most interesting part of the level and its honestly fairly linear and not great, id like to expand it more to the other side and connect it with the other key door in the lock for this door and combine the whole section together. add more buttons and pressure plates that trigger moving doors and platforms ill need to jump between will be a good way to liven it up. Give a horseshoe like progression through this sector is my main goal. Furthermore I want to introduce less punishing jumping mechanics in the earlier sections of the level with the trees in order to train the player before the high risk jumping in this sector. Overall my goal of puzzles that challenge the player and are interesting to play failed rather spectacularly... Was the level fun? this I believe was half way completed. while some areas were strong and interesting to play most of the level was boring and monotonous walking about looking for the next doorway or enemy to fight. There is a lot that can be done to liven up the level which I hope to do in the second version. Overall this version one was a good way to get everything down for the structure of the level and get an idea of what areas need work and what areas need to be enhanced. I learned how good a simple cinematic effort can go for a level, and how certain areas (the forest) can be expanded to improve the level as a whole. Level 2 will have much improved puzzles and most importantly, slowly build the player up to the end of game experience.
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