3D Game Level 1 v2 Feedback
Significant improvements have been made since the first iteration. I can at least call it a "map" instead of just a base plate with a few blocks on it. Now that I had a bit more of a understanding of the controls I was able to do some changes, but mostly, get a lot more output for the time and effort i'm putting in. I started by setting a legitimate map boundary. On the first level you would just walk off the edge of the plain and die. Now there are 4 invisible walls the surround the map. Speaking of borders, the level is also now surrounded by mountains. These are technically scalable, but meant to deter the player from leaving the area (So they don't even need to hit the invisible walls).
Another Thing you most likely noticed is the castle. I originally wanted to have a singular tower, but struggled to figure out how to implement enemies with out the whole are feeling cramped. It became difficult to move in, and the camera angles were less than ideal. By working with a open castle design it was far easier to put enemies in, in this case, 3 bosses. I also started to build more complex structures using rectangular shapes. The most complex of which are the two towers. Both of these are hallow and have window slots in the front.
It seemed like a good first start as a three dimensional building that still had some level of detailing going on. Regarding the actual plate, I made a few changes to make it seem more natural and detailed. Besides adding 7 more acid lakes, I created slight mounds sporadically to try and simulate a natural biome. I more then tippled the original amount of melee units and added in ranged ones as well, which were completely missing in the first iteration. I had issues balancing them on my own, so I decided to just add 5, located roughly around the corners of the map.
My last change was regarding the boss. I added in 2 more of these units, which were simply resized and buffed versions of regular melee units. I did buff their values even more compared to the first version, to attempt to give the player a bit more of a challenge, as all the other enemies on the map get one shotted. The range of the boss units are still very small, so unless the player purposively runs through multiple of them, only one should lock on at a time.
Regarding play testing, there were a few rather notable issues. Despite the character being moved to a new spawn location, she would still spawn in the original preset location. Another issue which was a bit more covering would be the game not starting after hitting the play button. The character would instantly freeze in a crouched position. This would be resolved by pausing, and hitting restart. The issue would not pop again unless the game was completely restarted from the configuration menu (compared to the in game pause menu). The people who played the first versions were very happy in the changes to make the whole map look more natural. Other then then that, that bosses seemed to attract the most attention, as they were the only think that could have potentially offered any ounce of difficulty. I'm working on both these issues right now, but have struggled to find any answers online. I was hoping it was client side, as I witnessed both of these problems occurring while creating the map, and hoped the play testers would not have it on their side. Regardless, substantial improvements where made compared to the first iteration, and I am very excited for the progress yet to come!




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