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Map design level 3

NoshDosh edited this page Oct 5, 2021 · 12 revisions

Map Textures

Introduction

This document outlines the reasoning behind our key considerations and decisions made while designing the map textures for level 3.

Key Considerations



During the design process for Level 3's map textures, the background design had to be taken into consideration. In order to ensure the fluency and coherence between the designs, the colours were taken from parts of the pre-designed background shown above.


Obstacle Block Designs

Each of the following images shown are multi-tile structures made up or comprised of more than one image/png at one time, the total amount for each constructed structure is shown.

Total Block/Tile Size

[Pipeline Spill: 2]
[Wiring: 2]


As Level 3 is one of the more-advanced levels in Runtime, and the overall decision was for levels to show progression from smooth to more technological/glitching, it was important to show this theme. The colour scheme for most of the tiled textures consists of a glowing green colour, so this was a rather prevalent theme. The obstacle blocks were made with this intention in mind, and house not only this green gradient (which is consistent with the level's background image), but also incorporates elements of real-life potential obstacles. The first obstacle is a coolant pipe which is leaking, this was intended to be placed on the ground as an obstacle the player should jump over. The second obstacle is some form of broken wiring or a switch, this obstacle was intended to be hanging in the air, allowing the player to slide underneath.

Decorative Block Designs

Total Block/Tile Size

[Thin: 4]
[Thick: 6]


The idea of stalagmites was used as it felt more realistic than using plain squares with green lines (as these were already in use for the floor tiles). Thus, the green theme was still used, just not in a particularly expected way. In my opinion, these could represent piles of dust in a PC.

Base and Corner Base Block Designs

Total Block/Tile Size

[There are 8 total tiles shown]


These were the backbone of the entire level. With over 8 variations of the base block, each including something unique and tileable with other blocks, the base tile texture provided an excellent start and customisation ability for Level 3. Also included were another 4 versions of each of the 8 variations of base blocks (one for each corner), these were to allow even further customisation of levels, and provide a more custom aesthetic to the level.

Bridge Block Designs

Total Block/Tile Size

[There are 8 total tiles shown, one for start and end, and a seamless bridge texture]


Again following the theme of Level 3 being slightly advanced, textures were made to seem high-tech and modern. Thus, the bridge blocks were made into a multi-tile structure which allowed for large amounts of customisation for any situation, as well as a better fit into the level graphics-wise. There is a start tile, and end tile, and a middle tile; the combination of these three allowing for whatever length bridge required.

Table of Contents

Home


Game Design

Game Design Document

Void/Antivirus

Loading Screen

Game Sound

Menu Assets

Player Design

     Original Design

     Final Design


Gameplay

Movement

Jumping & Sliding

Jump Pads

Portals & Bridges

Buttons

Pick-Ups

Physics

    Momentum & Physics

    Gravity

    Collision


Level Design

Level 1

     Background

     Textures

     Map Design

Level 2

     Background

     Textures

     Map Design

Level 3

     Background

     Textures

     Map Design

Level 4

     Background

     Textures

     Map Design


Sprint Round-Up

Sprint 1 Summary

Sprint 2 Summary

Sprint 3 Summary

Sprint 4 Summary


User Testing

Testing Plans

Sprint 1

     Team 1
     Team 2
     Team 3
     Team 4
     Team 5

Sprint 2

     Team 1
     Team 2
     Team 3
     Team 4
     Team 5

Sprint 3

     Team 1
     Team 2
     Team 3
     Team 4
     Team 5

Sprint 4

     Team 1
     Team 2
     Team 3
     Team 4
     Team 5

User Testing

Sprint 1

     Sprint 1 - Game Audio
     Sprint 1 - Character Design
     Sprint 1 - Menu Assets
     Sprint 1 - Map Design
     Sprint 1 - Void

Sprint 2

     Sprint 2 - Game Audio
     Sprint 2 - Character Design
     Sprint 2 - Menu Assets
     Sprint 2 - Interactable Design Animation
     Sprint 2 - Levels 1 & 4, and Level Editor
     Sprint 2 - Proposed Level 2 & 3 Designs
     Sprint 2 - Current Game State

Sprint 3

     Sprint 3 - Menu Assets
     Sprint 3 - Map Design
     Sprint 3 - Score Display
     Sprint 3 - Player Death and Spawn Animations
     Sprint 3 - Pick Ups and Pause Screen

Sprint 4

     Sprint 4 - Gameplay
     Sprint 4 - Game UI and Animation
     Sprint 4 - Level Background and Music
     Sprint 4 - Game User Testing
     Sprint 4 - Final Game State Testing


Game Engine

Entities and Components

     Status Components
     Event System
     Player Animations Implementation

Level Editor

Level Saving and Loading

Status Effect


Defunct

Development Resources

    Getting Started

Entities and Components

    Level Editor (Saving and Loading
         Multiple Levels)

    Service Locator

    Loading Resources

    Logging

    Unit Testing

    Debug Terminal

Input Handling

    UI

    Level Saving/Loading

    Status Effects

    Animations

    Audio

    AI

    Physics

Game Screens and Areas

    Terrain

    Concurrency & Threading

    Settings


Troubleshooting

MacOS Setup Guide

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