CAGD 270

3D Level 2

          For this 3D level, we needed it to be a stealth platform style game that allowed the players to sneak past enemies, collect items and traverse the map to get to the finish line.  I wanted there to be two sides to this map so the players had a choice of which direction they wanted to take.  On the left side is the park core style bridges and ledges for the players to climb and run through the map while being able to see a bird’s eye view of the whole map so they know just how much there is to explore.  On the right side, I wanted it to be more forest and surround with enemies and small camps and bases that would hold these enemies in a certain perimeter.  This side would have been the more stealth and hide side to allow players to see what the enemies can do and just what happens if you were to get caught by them.

What Went Right?

          Everyone loved the size of the map and just how open and exploratory it felt.  On the left side, people were able to breeze through most of the park core until it got towards the end where the platform would get smaller and taller making the narrow path unforgiving if you moved to much left or right.  However, I think that the hardness of the park core was a good idea to add without making players have to do long jumps due to the character model lacking high jump ability.  On the right side, most people liked the small camps that where placed through the forest.  They liked the maze feel and liked how the terrain and forest looked once inside.

What Went Wrong?

          Therefore, there were a few errors that people did not like about this map and a big thing was the lighting under the forest.  I had giant trees covering the right size to simulate the forest feel but I did not realize just how dark it became in the forest, so adding more light and giving the players more options on the right side instead of just sneaking past enemies and grabbing the pickups.  Adding more park core to the right side might also help get over the flat terrain that is also something I would like to fix or add slight bumps and dips to give the real feel of a forest.  In addition, I might add a few smaller trees to get a better distribution of forest coverage.  On the left side, there was only one real problem and that was the spiral staircase and would sometimes lag you off if you were to press backwards.  So making these slightly bigger so things like control issues will not affect the players progress.

What I Can Do Next Time?


          Overall, I felt the game got a good score and most people seemed to want to play it and play it again to see what they missed on the other side.  Having two different paths helped give the players more choice and allowed them to explore the map freely without any constraints.  However, I was lacking a few enemies and checkpoints adding those will make the game that much better and bring players wanting more.  I would also like to change the background of the scene and make it look more realistic and less like a sand box world, so getting the height and terrain perfect so players cannot see the sand box world.  Although, this is not necessary it would add that more inclusiveness for the players and that is the real goal for me.
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3D Level 1



 During this week I needed to make a concept art for my 3D map and then implement this idea and make a working blocked out model of my map.  Overall, the map was large enough and offered plenty of exploration to see all 4 levels of the map.  When I first started the map did have a few areas where you could escape the walls of the map and then travel through the terrain and trees set around the house.  I wanted it to be like a witch house out in the swamp area surrounded by trees to give the illusion of privacy and seclusion.    During the building of the map took some time and I was able to finish most of the blocking out and slight textures to the walls and ground to give it more of a realistic feel. Though my map wasn’t the biggest I made it up with tiered levels and giving the feel of a longer more open map.








What Went Right:

  
     During the play test most of the players seemed to enjoy the map though the basement was hardly seen which is slightly my fault because I have the flow of the game going from right to left instead of the other way around that would allow for full exploration instead of missing some of the map. I felt that I followed my concept idea and really tried to get as much detail in as possible but I didn't realize how little unity assets there are unless you download them from the store but I didn't realize that until after I turned it in.


What Went Wrong:

     Most players went up the ramp first and completely passed the first and basement floor and then would get to the top and ask what else is there to see.  So maybe having the ramps to close causes them to miss a lot of the map and I would need to fix that by either making the players grab stuff from the other floors to then be able to climb to the next level without missing anything.  I also had a lot of models inside the map so looking in some directions would cause large lag spikes and bring the fps way down, so I had to make low poly heads to allow for less laggy game play.  Though I turned off the shadows for most of the objects due to my light being directional so it would show shadows that were 2 or 3 levels below giving a weird illusion that the object could be seen from the bottom floor the the object would be on the top floor.  So turning off the some shadows allowed me to add some more models.

What To Do Next Time:

For the next map I will probably try to find better models and assets to give the feel of how I want the map to really turn out. Also, while making the game I wasn't exactly sure whether to make it into a maze type game or more exploration and open.  I went with more exploration though others maps were more park core style and a lot of jumping.  However, I do not like the controller mechanics inside unity so I did not want to do a lot of jumping and keep the map mostly just running around.  But it would add more diversity into the game and give it just a little bit more for the players to interact with.









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2D Maze Level 1 Tier 2

Compared to my last map this one is a lot more closed off and maze like but still is pretty open and has plenty of space for the character to walk around as well as find the coins scattered throughout.  This game takes about 1 minute or so to finish when collecting all the coins and finally going for the finish line.  The fences I used where my path ways for the characters to follow through though there is some choices on whether to go up, down, left or right so I wanted the players to seem like they have some choice on where they can go instead of leaving how open I did last time where some players would miss coins and finish before exploring the whole map.  So I feel with this map the forced walls and path way make it easier to follow and decide where to head to next.
          I think for next time on the maze I still need to refine the path and make it seem more maze like and allow for multiply paths that lead to the end instead of just one but I will have to make the map bigger as well as decide what is to easy or too hard for the players.  I felt that the amount of coins in the game was good and allowed the players to understand more on where to go but still having slight troubles in finding all of the coins in the map.  If I make the map bigger, I will probably make the window that the players use bigger to allow for more visual room for the map and less of the blank space.  I could also add more wagons to fill the space and make that the path to the end but trying to find the balance between too many paths and not having enough for them to choose from.  I could also make a lot of water around the areas that are smaller and narrower that players need to traverse.  Though the map seems to not have enough maze like features the overall speed and expectation of the game came out good and most players seemed to enjoy it.
          I feel like for the easier maps its hard to make a complete and full functional maze map without giving the path away to the players.  So the path to the end was pretty in your face and hard to miss with leading coins to help determine the best path for the players.  I don’t feel like there was enough small corridors or narrow paths though they aren’t my style of building I need to learn to be able to show the skills in all game types so learning to make smaller paths and have bridges they need to cross or even just needing an object to complete the game to give that extra playable moment. The flow of the map was terrible but the flow was easy to follow and get to the end with little or no problems.  All the object blockers where in the right place and didn’t allow for players to go outside the map or move through buildings which was good and allowed the players to test where was good to walk and where was blocked.  Though some of the fences have small hit boxes the movement that can be done by them are limited but still give you room to move next to the fences without glitches or losing movability.

          Hopefully for the next map I will be able to refine these maze building skills and open up to different building types and not stay so focused on open worlds and leaving space for players to have choice.  That is my big problem at the moment though people still enjoy the map it just isn’t the maze style they are specially looking for.




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2D Maze Basic: Game Maker 1.4

            For this week we needed to make our own maze and make sure that it was playable on Game Maker.  The game loaded fine and everyone was able to play the game without going outside the map and not getting to lost within the game though some did not find all the objects within one sitting. The play test showed me what I needed to fix while also showing me the things that they enjoyed and wanted more of. I wish I would have added more to the map at the start to fill up some of the blank space throughout the map but I prefer open world games over single-direction games though mazes are primarily single-direction play through.

What Went Right?

            The game loaded perfectly with no flaws or hiccups.  The people that played the game enjoyed the open layout of the map though some of the coins were missed due to the size of the map.  They liked the diversity of buildings and landscape that was in the map. The path wasn’t too easy to find due to having such an open world and giving the players the options to explore the map or finish within a time limit.  Overall, the game worked and was a basic map to get the feeling of the controls and the objective of the game.  I did not like how small the map was but because it needed to be a basic map I tried to keep it simple and just play and go without any problems or having struggles on where to go next.

What Went Wrong?

            The map seemed to be slightly to open of a map so the players wouldn’t find all the coins before finishing the map.  The players want a little more direction and where to go and just how far they needed to go on either side due to the lack of visibility giving the players slightly harder challenge.  They suggested that I add so more coins to lead the players into the right direction which would make the map flow better and bring together a story instead of just a map.  I want the next map to be slightly less open and be more dungeon like but I felt with this one that it was a western map to leave plenty of space to move and look around the map.




What to do next?

            During the play test I added some more buildings and more coins to give the players a road-map to the finish line.  I had to much empty space in the middle of the map that needed to be filled and covered.  Overall, now the map seems almost complete just needs slight adjustments to the object blockers to make it slightly easier to move around certain buildings and objects blocking paths.  The path to the end goal wasn’t as easy to spot until you got the last coin but sometimes the left side of the map was deserted and coins would be left behind due to the fact of spotting the finish line and just wanting to complete the map.  I felt like I should have made this more maze like and give them small corridors to walk and what not but I just enjoy open worlds better to allow players to chance to see the full map without any challenges or objects in the way.

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DnD Map Tiered Advanced
What Went Right?

 
            Overall, the game was a success everyone loved how the board looked and liked the challenges and enemies they had to face.  Mine was the advanced level of our 3 tiered Pyramid map that brought the players through every part of the pyramids insides.  It was fun making this game board for the final paper versions, but hopefully I will able to bring this creative art into digital maps as well.  I felt that it got a lot of attention due to the extra bling and detail to the map that was required. The enemies were hard enough that they had a challenge but not too hard, where they had to response at checkpoints every few minutes from dying.  The map was a big enough size where they were able to choose where to go and how much of the map they really wanted to see or use up in the time permitted.  I wish they would have went through the whole map just to fight all the monsters and find all the items but it happens in games where there is to much space and the players don’t feel obligated due to the fact they know where the final boss is.  The path to the end was not to obvious but I tried to make it easier to show that there was only one hard room on one side while 2 on the other leading them to the more filled rooms which is slightly why the whole map was not explored.  Other than that, I think the play test when well and the people who played really enjoyed how it looked and all the extras that I put in.

What Went Wrong?

            So I think for the play test not much went wrong this time around.  I had all the enemies evenly dispersed throughout the map and there levels and attack were equal to what an advance map should have.  Some of the play testers suggested that I add fake traps and chests so that they are not always just getting something without doing anything.  In addition, they wanted it to be possible to trigger traps without actually making them go off but I wanted it to be more concert because it is too easy to just knock out a trap and move on without taking damage or at least losing something that makes the game a little harder for the player. One thing that did not work out so much was my other map developer’s monsters.  They didn’t seem to make any so a lot of my monsters where used through all the maps and had to make up stats on the fly so each map wasn’t as customized as much as I would have liked but at least the maps were there. 

Next Time Around:

            For next time I want to be in contact, more with the team to make sure that all the enemies, items, and maps are done to make sure we have a complete game board for players to play on.  If we would have talked, we could have figured a way to make all the enemies appear in each level but for me I wanted the players to enjoy different enemies from different artists to see the work that they can do.  Hopefully next time I can incorporate more of what the players wanted and make fake chests and traps that can blocked or missed but I don’t see the fun in that when it is supposed to be random events that occur and effect the players.  I think with a little more time my team members could have finished their enemies and the map would have been completely comprehensive.
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DnD Map Intermediate Level




          During this week, my play test seem to go really well and the testers seemed to enjoy most of the game.  They liked the different enemies that they had to face and the way the map had looked.  They were slightly confused about the stairs and basement of the map but I should have labelled each level to show the difference between them.  Also, should have colored the doors and walls different colors because they would get confused whether they could walk through or have to go all the way around.  When they were playing, they were having trouble finding the boss so the path for victory was not as obvious as the first map though it seemed to me that this map was smaller than my first map.  The items that I had inside the game were not as useful as I would have like them to be but I would probably have to expand the map again or have things that require the use of an item.  Overall, the game went well and the players enjoyed it.

          For next time, I think I could improve my map by adding more details to the map to make it more obvious to what things are.  I would also like to add more traps and fog of war so that it will be easier to lay traps down instead of the players openly being able to see where it is.  One thing that I did notice is that towards the end of the map the enemies I had made were slightly too hard to fight and the players had almost died a few times.  Though I do not think that all my enemies were off balanced, I do think that more consideration to stats and abilities will be thought about more thorough.  Some of the enemies had too much health so some fights to longer than others but the difficult they were having should have been meant for hard games instead of the intermediate level we needed to produce.
          The overall layout of the prison was not designed badly but I did leave many gaps of just walking around instead of using teleports as I did in the first map.  I should have used those to have the player’s full see the map instead of just a few rooms with loot inside.  Therefore, a lot of the map had actually been untouched by the players but that was because it looked like there was nothing inside.  Which brings me back to the point of wanting to add fog of war to be able to spread out the traps, enemies and items evenly without the players being able to see exactly where to go.  However, it was not obvious to the players on where the final boss was or that they knew about the secret map the was beneath the prison.  Luckily, they found it in one of the cells and finally were able to complete the game.  Though it did take them more than 20 minutes to complete my map, the attention they gave to the game was fully focused on trying to beat the game without getting lost to boredom or repeated fights.



         For the next map, I will probably bring back the teleporters that allow players to fully use the map instead of only half like they did this time.  They did leave a lot of loot chests and enemies behind doors and locked places that they did not seem to find important.  Therefore, I might want to slightly downsize the map to give the players a chance to travel the whole map.  Also, need to make it more obvious about walls, stairs, and pathways that lead to other places because the players were not always sure where to go.  







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DnD Map version 2


     During this week we needed to play test our Dungeons and Dragons maps which turned out really well. I was able to test my first map and understand the mistakes that I made and the progress that I achieved in getting through a successful play test. During the game play the players had a slight hard time figuring out what the trap doors were and how they exactly worked. Once they started the game was easy to play through though they fought only about half of the enemies within the map. But I wanted to do that to give the players the option of choice and not just a straight path to the end boss. The path to the end was very obvious though the players used the teleporters and trap doors to sneak and pass most enemies in the map. It was enough to still get them items and keys to unlock the boss.
     Somethings that went right was the small areas around enemies leading into the teleporters or trap doors which allowed the players to choose how far or who they wanted to fight. Although during the play test the players died a few times to the enemies, they still seemed to enjoy the challenge and continue to the final boss. The enemies might need to be slightly rearranged and altered to slightly lower the enemies and be more beginner level instead of intermediate like I have now.
     A few things that didn’t turn out to well during the play test was how small the map was. Though the map had a lot of things going on and being able to move there, the choice was to leave it and just the trap doors as the way around the map. The spaces for the characters were to small as well so the characters sat off the board a lot of the time. So making the map on bigger paper to allow for larger move spots so the characters aren’t hanging off the map. Also should make the map legend bigger and more legible and add some rules to the map for easier game play.
     I felt that through the game every aspect of the rules were used to allow for healing, attacking, and defense. I wanted to players to have a slight challenge and struggle to complete the map and beat the end but I still wanted it winnable. Unfortunately the path I made to the boss was really obvious and taking the straight path wouldn’t give much experience to what the game is or how to play it. Luckily having those teleporters connected the map together and allowed for free roaming without double backing to the same area. The players seemed to know where they were going before I showed them where to go though they were slightly confused on where to start the journey.

     Overall the map went good but still needs improvements to make the game better and more playable. I think I need to add traps in the straight hallways to change the simple walking path and making it more challenging. Maybe make sure that they have to kill all enemies to make it to the next tier of enemies. But that would make the game to grindey and less fun due to the lack of choice the players are given. That is what I really tried to do is give the players the illusion of choice while still giving them parameters to beat the map. Also, make the map not so obvious because it makes the players only focus on the final boss instead of the small treasures and smaller enemies all around to gain better weapons and armor. Hopefully our next map will implement these additional ideas to the map.





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