As our game is heavily focused on mobility, and makes use of a third-person character, we need ***lots*** of space for navigating, attacking, and moving the camera.
Here are some guidelines for creating engaging spaces:
- Minimum of 7.25 meters width and 8 meters height in hallways
- Preferably, incentivize players to stay in the middle of the hallway
- Minimum of 15 meters width and 10 meters height in rooms
- In open spaces, this means a platform diameter of at least 10 meters
- In arenas, at least two floors of vertical space for both player and enemy navigation
Now that we have all this space, how do we gamify it for the player to enjoy?
### Design Tools
As stated before, Connor has created a series of [level design tools]((https://docs.google.com/document/d/1qqGXGvcrOnxmK5h-GlrCC_Kd_aNqT2hy5wNHmMnwfJo/edit)) to enhance level creation.
These are example use-cases for these tools, but feel free to innovate or request changes as needed.
See his document for more refined details on usage.
Platforming and navigation:
- **Elevator** - Can be used for area transitions before grappling hook is obtained. Can also be used for enemy traversal.
- **Folding Platform** - Can be used to enforce precise timing on platforming, like teaching a dash. These are most relevant before the grappling hook is obtained.
- **Electric Fence** - Damages player over time. Disincentivizes player from grappling or clinging to specific areas. Can be toggled dynamically.
- **Laser Walls** - Like the electric fence, but designed for floors or ceilings.
- **Void** - Instantly kills player, intended for pitfalls, dark and endless appearance.
Progression:
- **Doors** - Can be used to dynamically open and close areas. Please use this BP instead of leaving holes in walls if possible, so the intent of the doorway is clear. Use the `Start Open` parameter if necessary for testing.
- **Enemy Spawner** - Great for spawning waves of enemies in arenas, or having enemies appear dynamically in encounters. Use multiple spawners for a more chaotic experience.
- **Checkpoint/Respawn Pillar** - Use between sections after a significant amount of progress has been made. Players can apply points to their skill-tree upon reaching, and respawn here after death.
Events:
- **Interact Button** - Lets player trigger an event at their own will, prompts player to interact.
- **Trigger Box** - Triggers an event when the player collides with it.
### Arenas
Since the game is focused on both combat and movement, creating large arenas are ideal for set-piece combat encounters.
If you've played any Batman Arkham games, or something of the likes, you will notice that these areas are designed to test the player's knowledge and strategy by rewarding methodical and creative solutions, while discouraging the unprepared.
These are not like typical encounters, as enemy placement relative to the map geometry is extra strategic: including heavy use of sightlines, mantle points, layers of verticality, and areas for sneaking.
While our game is less strategic, set-piece encounters are the ideal place for letting players enter their "flow state."
While throwing enemies in hallways prevents the game from being a walking simulator,
arenas let the player develop their own style of combat by giving **lots of room for movement** while providing **continuous enemy presence** to **put the player under pressure**.
Feel free to mix in platforming tools into arenas well, but they should be impactful to combat, such as encouraging vertical movement, or discouraging willy-nilly grappling.
The same goes for platforming. As the player becomes more acquainted with their tools, mixing up movement combinations or creating more hazards can encourage the player to think more creatively.