Saturday, January 8, 2011

Levels

Here's some level layout ideas.

This is for the lab. Something basic, it will be the first time a player runs into any stage-based obstacles.











These 2 are for the cubical room. both pretty similar except that the second makes it so that there are no dead ends, in case you want to leave that sort of idea only for the 3rd level.


The last 2 are for the 3rd level. The first one I think is a bit too busy/cluttered. So I made the second one, which still has dead ends but still gives the player enough room to maneuver.

Thoughts?

Also, as far as level progression, I had a couple ideas.

The player would experience levels sorta like
Warehouse -> Warehouse -> Lab -> Boss-> Warehouse -> Lab-> Cubicles -> Boss ->Lab ->Cubicles -> Cages -> Boss
So after the second boss the player will then only see the Warehouse stage when fighting a boss, but the first section having 2 warehouse levels and then a lab is so that the player has time to learn his skills before getting to the boss. Do you think that's too much?
We could also just omit that first part and go straight to Warehouse -> Lab -> Cubicles for the start.
Thoughts?

1 comment:

  1. I like the second Cubicles and Cages for the very same reasons you thought I would. Though, on the second Cubicles the left ones down and left a smidge, and the opposite for the right ones. This will gibe the player a little more breathing room in the center.

    I think that depending on how long the stages timers are, two Warehouses might be moving too slow. My gut tells me to start with Warehouse > Lab > Cubicles.

    Then we could cycle that every time we ramp the variables for the enemies, effectively adding gameplay time for begginers and making it harder for the hard core guys to get to the next "difficulty" later in the game.

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