assets/docs/level_design.md

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Level Design Guidelines

The name of the game is rapid iteration. Throw shit together, see if it works, if it doesn't, scrap it and start over.

In each level, we're looking for, at minimum:

  • 15 minutes of gameplay on average
    • Newbies might take up to 30 minutes
    • Experienced players can maybe complete this in 5 or 10 minutes minimum
  • 3 set-piece combat encounters in separate arenas
  • Space for player choice
    • Gameplay-wise - how player decides to approach a problem
      • Strategizing enemy encounters (cover, enemy spawns, enemy types, etc)
      • Using resources (choosing one ability over the other, choosing between cover, etc)
    • Movement-wise - how player decides to navigate an area (grappling, mantling, dashing, etc)
      • Multiple possible paths and approaches
      • Do not enforce any specific mechanic unless player needs to be taught it
  • A reason for design choices
    • Be able to explain why choices were made, and what they accomplish
    • Choices should be functional in context of the setting
      • for example, a warehouse would have pallates of crates, but at the same time the crates should accomplish a gameplay purpose such as cover.

For designing levels, it is heavily suggested to make use of:

  • Connor's Design Tools
    • Especially the wall-builder tool for blockouts
  • BSPs ('Geometry' tab on 'Place Actors' panel)
  • Frequent playtesting and iteration
    • Recommended to have other people play as often as possible. It should be noted that play testers are very good at finding issues or things they dont like in games, but they typcally arent very good at solving those issues. So pay close attention to the way they play and the criticisms they have but take any potential solutions they give with a grain of salt.
  • Testing each level segment individually before working on the next segment
  • ...and then testing each segment together at once!

Making Space

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
    • Include platforms inbetween each floor for players to utilize
    • Include points dedicated to grappling to in upper levels
  • After every other combat encounter, have at least one accessible health pickup

Cover also requires special consideration when being placed:

  • Should fully cover the player (at least 2 meters width and height, and 1 meter depth)
  • Should be thoughtfully placed relative to enemies
    • Cover must be in the path of enemies
    • Cover must block sightlines
  • Should be functional in context of the setting

Ideally, platforms and cover should be evenly scattered throughout a level, but still placed with functional purpose in mind. Additionally, arenas need large open areas for more chaotic encounters to take place.

Use of Space

Introducing Mechanics and Enemies

It is important to give the player a fundamental understanding of the tools they are given, as well as the challenges they might encounter. First impressions are just as important in-game as they are out of game.

When teaching a player a new mechanic, follow these guidelines:

  • Give the player a safe space to fail in
  • Ensure that the problem can only be solved with the given mechanic if possible
  • Ensure that the problem makes sense within the context of the setting
  • Keep instructions minimal, but clear
  • Lead the player to the solution with context clues

When introducing a new enemy type to the player, follow these guidelines:

  • Only one of that type of enemy should be in the given encounter
  • The level should accomodate that enemy's abilities
    • for example, a ranged turret works well for suppressive fire
  • The player should have available options to counter the given enemy
    • for example, weaving between cover against the ranged turret

Difficulty Ramping