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Showing posts from March, 2021

Mega Man Level v2

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       The edits I did not the game were incredibly minor. From the first iteration I was not fortunate to receive a great deal of constructive criticism. Because of that, the second version is quite similar in the majority of aspects compared to that of the first. Most notably, the algorithm did not pick this level up either. As at the time of writing, it has a rating of one like and zero dislikes. This is in stark contrast to the first level which still has a rating of seven likes and two dislikes. I don't think the quality of the level has anything to contribute to regarding this score, I jus think it simply got unlucky compared to the first.  Before getting into the play tests. I wanna talk about my potentially most controversial change, or more or so lack off. One of the biggest thinks the play testers talked about in the first level was the beginning jump. It was very difficult, but when past, gave the players the confidence to handle any future parkour wi...

Mega Man Level 1 V1

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      I had a rather poor experience making my first Dragons & Dungeons game, so I had rather low expectations going into Mega Man, as it was also a game I had never played or watched before. I was quite happily proven wrong a few minutes into the tutorial, to my relief. The game was a very basic 2D platform, and had very simple controllers and level generation tools. I changed the default ZXC ones to those I'm more familiar to (ASWD), as it was clearly reflexes were everything in this game, and I did not feel willing to rewire my muscle memory to work with such a foreign set of controls to do basic actions. With the desert theme that was given, I decided early on how I wanted my map layout to work. I imagined it as a "U" shape, with the player starting on the top left corner of the left leg of the letter, slowly working their way in a inverted arch. This would lead them from the surface to a underground layer, and then eventually back to the surface. I thought i...

DnD Map V3

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  By far the most developed of all the maps, the third and final iteration had aspects and improvements from both version one and two. Something I wanna throw out straight from the get go was the difficulty regarding the time restraint. For our first level, which was supposed to be a tutorial level, we were given 20 minutes for the players to complete it. This level, which not only was supposed to be difficult, have a brand new rule set, and have items; was also supposed to be 20 minutes. Both Tommy L, Anthoney J, and my map, struggled greatly to fit within this timeframe. Explaining my custom items and new rule set took 5 minutes by itself, and this was the shortest explanation of our group. All of us noted that if time duration was stretched to 30 minutes, all are levels would have been more enjoyable and the gameplay far less rushed. Regardless, we worked with the cards we were dealt. I knew time was going to be an issue from the start, so I wanted to simplify and give visual id...