Priority 1 Problems/Research: How Many Areas Would Each Level Have?
Priority 1 Problems/Research: How Many Areas Would Each Level Have?
Priority 1 Problems/Research: How Many Areas Would Each Level Have?
Contents
Contents................................................................................................................................................1
Priority 1 Problems/Research...............................................................................................................1
Problem 1: (Insert problem here)......................................................................................................1
Research Material 1:......................................................................................................................1
Priority 2 Problems/Research...............................................................................................................2
Problem 1: (Insert problem here)......................................................................................................2
Research Material 1:......................................................................................................................2
Priority 3 Problems/Research...............................................................................................................3
Problem 1: (Insert problem here)......................................................................................................3
Research Material 1:......................................................................................................................3
Priority 4 Problems/Research...............................................................................................................4
Problem 1: (Insert problem here)......................................................................................................4
Research Material 1:......................................................................................................................4
Synthesis Priority 1...............................................................................................................................5
Synthesis Priority 2...............................................................................................................................5
Synthesis Priority 3...............................................................................................................................5
Synthesis Priority 4...............................................................................................................................5
Refinement Priority 1...........................................................................................................................5
Refinement Priority 2...........................................................................................................................5
Refinement Priority 3...........................................................................................................................5
Refinement Priority 4...........................................................................................................................5
Bibliography..........................................................................................................................................5
Priority 1 Problems/Research
Problem 1: How many areas would each level have?
Problem Overview:
The problem I have encountered was would each level have multiple single screen areas that would
make up the level.
Research Material 1:
Produc Develope Publishe Release Reference Material/Links
t Name r r Year
Binding Edmund Edmund 28th https://www.youtube.com/watch?
of McMillen McMille Septembe v=Sr4LReuBfhw (skip to 2:40)
Isaac Florian n r 2011
Himsl Florian
Himsl
Reference Images:
Description:
Problem Overview:
The problem I have encountered was weather the game will have a difficulty select option or will the
level design provide difficulty with increasingly harder levels.
Research Material 2:
Product Name Developer Publisher Release Year Reference
Material/Links
Super meat boy Edmund Edmund McMillen 20th October
McMillen Team meat 2010
Team
meat
Reference Images:
Description:
The reference material I have researched for this problem was super meat boy
This reference material is relevant to my problem because super meat boy does not
necessarily use a difficulty select button, but uses the level design to make the game more
harder the further you progress.
What works well in this research is that making the level design get harder with progression
rather than adding a difficulty select buttons is that it works in platformers really well making
the game harder with levels rather than a button.
What does not work in this research is that super meat boy is a much faster then what we
are trying to make and the gameplay is much different too so it is really hard to pin point the
specific way we would utilise the difficulty since it could not be exactly like super meat boy.
What has helped researching super meat boy is that I for sure will not be doing the level
design difficulty the same way, I can utilise some points from me and make it slightly harder
and getting harder but not too frustrating.
Problem 3: Should there be a checklist for the tasks?
Problem Overview: the problem I have researched was whether there would be a checklist for the
player to keep track of their goals and objectives.
Research Material 2:
Description:
The reference material I have researched for this problem was call of duty 2.
Call of duty 2 is relevant to the problem I’m researching because I needed to find a game
that shows the player their objectives completed or not without really pausing the game and
call of duty 2 was a really good example.
What works well in the material is that the when the player presses and holds tab their
objectives come up their completed ones and the ones they have to do.
What does not really work is that the material is a completely different genre to what we
will be creating.
Utilising this kind of feature would be cool to explore however I don’t really think it would
work for a single screen platformer.
Problem 5:
(More detailed brief paragraph of what the problem is in relation to our brief.)
Research Material 5:
Product Name Developer Publisher Release Year Reference
Material/Links
Super meat boy Edmund Edmund McMillen 20th October
McMillen Team meat 2010
Team
meat
Reference Images:
Description: super meat boy uses both landscape and vertical levels depending on the level design, I
think we could utilise this into our game and have a mix of both landscape levels and vertical levels.
Will the player find story elements in the secrets? Darksouls allows the player to find
additional story info from their items and exploration.
Can we have different types of objects? (E.g. platforms) like most single screen platformers
there usually are different platforms that crumble, move or fall. E.g. manicminer
Do we need optional paths? We could have optional paths aka secret levels. E.g. hollow
knight
Level design Problem 1: What progression methods should we use? (Character, item and level)
Problem Overview: The problem we are facing is how to make the progression in our game as
smooth and fun as possible, looking into other 2D games out there and their level design we should
be able to figure out a really good balance, we will also be looking at how to use character
progression, item and of course the levels themselves.
Research Material: Character Progression (2D)
Produ Develop Publish Releas Reference Material/Links
ct er er e Year
Name
Dead Motion Motion 10th https://guides.gamepressure.com/dead_cells/guide.asp?
cells Twin Twin may ID=40637
2017
Description: The way character progression works in dead cells is the player finds cells by killing
enemies. Cells allow the player to purchase permanent skills and bonuses that are assigned to the
character, but in order for the player to get cells they have to go from one checkpoint to the next
killing as many enemies as possible and not dying in the process because if the player dies they will
lose all their unspent cells. Every time the player dies in the game they come back to life and it’s ok
to die in dead cells because when you do you start to learn and your character becomes slightly
stronger each time making the level you died on slightly easier.
Description: in impossible mission the player has six hours of game time to collect 36 puzzle pieces.
In order to progress and be able to finish the game. Every time the player dies in the game ten
minutes is deducted from their overall timer. That’s really the main point of the game there is really
no combat in it the player just avoids enemies and looks for information in order to be able to finish
the game.
What makes celestes levels good is how they flow it’s a very smooth experience of you constantly
moving without really stopping and that what makes the levels fun, what also makes the levels fun is
the use of different platforms and hazards and the green orb pick-ups which allow you to dash mid-
air, and also how well the levels transition between each other making it seem like a one big level
and it also keeps the momentum.
Nymphiad: nymphiad has a very unique level design, the level design is planned around this one
mechanic, and the mechanic is when you walk over a sign with an arrow the screen will flip and the
character is able to walk back to back like in pac man. And through that they have to complete
puzzles in order to collect the coin and progress into the next levels.
Description: in hollow knight the player has to watch out for falling spikes as a hidden environment
hazard, another good hazard in hollow knight is the worms that shoot out giving the player only a
second or two inured to move past them. There is also water or acid in the game that the player has
to avoid it is very simple but it’s still there as a hazard if you are not careful. There are also these
plants that are really hard to see and if the player walks on them they will shut causing damage if not
careful, after a while though the plants will open and the player can move on these plants are
usually in tight areas so that it looks like you are trapped.
Elevator platforms – platforms that would move up and down. Elevator platforms would simple
move up and down allowing the player to get to areas they could not get with their jump. Supermeat
boy does a good use of them allowing the player to access higher areas.
Crumbling - platforms that would crumble when the player touches them making the player move
fast also it adds an additional way of difficulty. Celeste does a good job of utilising crumbling
platforms when the player touches them they have a few seconds to jump off them and they fall
apart but then after a while they come back, after seeing that I thought I’d be a good idea to
implement something like that to make the levels more interesting and add some challenge to the
levels.
Moving side to side platforms - platforms that would move a certain distance along the x axis. Mega
man has simple platforms that move side to side constantly allowing the player to traverse further
into the level.