Game IV Blog 010: An Ambitious New Level Design
I’ll quickly go over my old design, so you can see what’s changed.
The concept was to take a linear level and bend it around into a ‘U’ or horseshoe shape. This meant that I could show the player the objective they were meant to make their way towards at the start of the level and use that to guide them around a massive chasm that separated the player from the objective.
As the player made their way around they would be put through progressively tougher platforming challenges, using the mirror mechanic. There would be three main areas: The first would introduce the spatial mirror and basic platforming. The second would introduce walls that could obstruct the player mid-jump, and the third would feature a final challenge before rewarding the player by opening the path to their objective
My redesign no longer uses the chasm to separate the player from the objective, through they will still be able to see it (a massive monolith floating in the sky) as they spawn in. The monolith floats over the top of the chasm, instead of on the other side of it.
In the following sketches, I’ve used a little key to allow me to design the challenges from a top-down perspective. Each “^”, indicates a one-jump increase in elevation from the ground. Therefore, a player can jump from the floor to a platform with one “^”, but not from a platform with one “^” to three “^”s, as these platforms would be two jump-heights apart, vertically. A pink line demonstrates the path the player must take to reach the objective, with pink “^”s clarifying what elevation the player will be standing on if they’re using their clone to stand on a platform.
A small cave guides them into the first area; The Drain, which introduces the spatial mirror mechanic [explained here]. As the player walks in their clone will appear from behind a rock and will copy their movements perfectly. To move forward the player must walk over solid ground, while their clone will walk over empty air. After this the player is confronted with a jump that they must clear by landing on a platform on the other side of the mirror using their clone. I considered making it so that the player could just walk out onto thin air without having to jump, however I believe that forcing the player to jump will create a more rewarding and exciting experience. Many of my play-testers talked about how they enjoyed “taking a leap of faith”, in my prototype level and I don’t want to cut this experience out of introducing the mechanic.
At the end of this small section, the player will come across an alien statue which appears to be generating the spatial mirror, a pressure plate, and three closed doors. Standing on the pressure plate deactivates the active mirror and begins to turn the statue. When the statue has finished turning, the closed door that the statue is facing will open, and a new spatial mirror will activate, passing through this door, leading to the second area.
The second area; Corridor, brings an element of verticality to the puzzling, which my original level designs all lacked. This allows me to create much more dramatic leaps of faith to follow up on the mechanic’s introduction.
At the end of the corridor the player is placed at a crossroads. An alien statue stands in the centre, and a bridge across the chasm and to the player’s objective lies behind it. Though, this bridge is fragmented and cannot be crossed without a spatial mirror passing through the middle. Like the previous alien statue, this one can be turned, but its controls are not immediately obvious. It needs to be turned 180 degrees, meaning it must be turned 90 degrees, twice. The two switches to turn it 90 degrees are located in two rooms to the left and right of the statue, and the player must complete a challenge in each one to reach the switches.
Once the player turns the statue all the way around, a mirror will activate, allowing players to complete one final challenge to reach their objective. This challenge will make use of mirrored platforms over a long distance, even through this goes against my play-test feedback, as it’s the only elegant way to use the spatial mirror to cross the divide. If I put the platforms too close together, players could just cross them by jumping through the space where the mirror would be normally. To compromise I won’t create a difficult platforming challenge through this area. The toughest challenges should have already been completed in sections the two chambers to the left and right of the statue Instead this will serve more as a way for the player to make it to their objective.
Upon reaching the objective, the player will be congratulated as the level has now been completed. This concludes my redesign of my level. By introducing the mechanic in a more interesting way and adding verticality, I hope to make the play experience more varied and fun. I do hope players will enjoy trying out my crazy idea of a mechanic.
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