Class: Introduction to Game Design
Engine: Unity
Year: Sophomore
Engine: Unity
Year: Sophomore
When making the tutorial section, I introduced the glowing squares at the start. If the player touched it, they would discover that the glowing squares kill them. I also added several jumping sequences in the tutorial so that the player could get used to precision jumping, as that is needed to get through the rest of the level.
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For the middle section of my level, I introduced the acceleration arrows as a new mechanic early on so that way, if the player died due to the arrow, they wouldn't lose a lot of progress since they would be brought back to the checkpoint. For the jump sequences in the middle section, I used the tutorial section's jump sequences as a basis. The jump sequences still require more precise jumping skills, but the muscle memory the player developed in the tutorial level would still be useful in this section since the jumps are similar enough to one another.
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In the final section of my level, I mirrored the jumping sequence from the middle section. However, since there is no ceiling in the final section, the jumping sequence is a little easier. Since the final section is wrapping up my level, I wanted the jumping sequences to be slightly easier in order to give the player a bit of a break. The final jumps leading up to the final flag require the most precise jumping of all the other jumping sequences. However, since the player has been building up muscle memory from the previous jump sequences, the final jumps do not pose a serious challenge to the player.
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Class: Technical Design Methods
Engine: Unity
Year: Junior
Engine: Unity
Year: Junior
For the tutorial section of my dungeon crawler level, I introduced both a slime enemy and lava. Since freezing lava is the main feature of my level, I made sure the player was introduced to it at the beginning. The reason the second lava section is four squares wide is to show the player that the ice's range is only two squares wide. The slime is next to the player so that if it damages the player, the player can see that the ice can heal when they use the ice. The slime's second purpose is to keep the player moving forward.
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While there are multiple paths to get to the door, I made sure each path has an increased amount of lava in order to increase the pressure on the player as they get closer to the door. The multiple pathways also provide the player with different escape routes in case they are cornered by the duplicating slimes.
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Class: Level Design Methods
Engine: Unity
Year: Sophomore
Engine: Unity
Year: Sophomore
I used blocks to guide the player over to a tower. To get the player to climb up the tower, I used the same blocks as the ones that guided the player toward the tower to further a connection between the two. The reason I wanted the player to climb the tower was so they could see the entire level. I wanted to add a wow factor to my level, so I took inspiration from games that gave the player a way to view a large section of the level from up high. While on top of the tower, the player is also able to see a larger building off in the distance. The reason why the second building is much larger is to coax the player into going over to the other end of the level.
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