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Map design level 3
This document outlines the reasoning behind our key considerations and decisions made while designing the map textures for level 3.
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.
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.
[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.
[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.
[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.
[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.
Testing Plans
Team 1
Team 2
Team 3
Team 4
Team 5
Team 1
Team 2
Team 3
Team 4
Team 5
User Testing
Sprint 1 - Game Audio
Sprint 1 - Character Design
Sprint 1 - Menu Assets
Sprint 1 - Map Design
Sprint 1 - Void
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 - 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 - Gameplay
Sprint 4 - Game UI and Animation
Sprint 4 - Level Background and Music
Sprint 4 - Game User Testing
Sprint 4 - Final Game State Testing
Entities and Components
Status Components
Event System
Player Animations Implementation
Development Resources
Entities and Components
Level Editor (Saving and Loading
Multiple Levels)