3D level 2 v1 Feedback

     Considerable progress has been made for level 2. It's basically a revamped and upgrade version of the first level, along with additional content. Regarding the concept art and source material I started with, things went pretty similarly to how I wanted them to

Original Concept Art:

Final Product:


I was able to creature the spires in a way I was happy, and the ranged enemies on both side of the parkour surprisingly worked, which I was quite happy about. Speaking about enemies working though, the boss gave me lots of difficulty. For some reason, if I made him more than 2x his original size, he would phase through the platform and fall off the map. I could not resolve this issue, so I had to simply give up and just keep him as double the size of a normal unit. My original sizing for him was about 6x, so this was quite disappointing. The bright side is that he is far easier to fight, as his hit box is decently proportionally to his actual size, which was not the case when he was resized but a far larger amount. I ended up giving him a higher movement speed, and a total of 25 hit points. Even with these buffs, his AI makes him relatively easy to kill, with many people not losing a single heart while fighting him.





What I was happy about was his platform though. It turned out really nice, and I also ended up adding a acid perimeter to it, which was not in my original concept art. I felt like it gave the platform a far more aggressive look, and helped give a confined feel to the space. The second factor was incredibly important, as the entire platform was floating half way above the map, so giving some type of physical constraint to the player was a priority of mine. The walls to the platform I used from the scrapped castle from the first level. The castle seemed very useless and I could not find a purpose for it, But I realized that I could put the walls to good use at the very least.



Play testing went smoothly. Something I forgot to mention was that player speed was slightly increased, but jump height was quite substantially risen as well. This was done so the parkour could be made with the spires farther and higher apart from each other. I think this initially threw off a lot of people, because adjusting player speed and jump height was not something I had seen anyone else do yet. Because of this it took some practice to get the parkour down. The two ranged units on both sides also forced the player to keep a decent pace to get hit by the acid projectiles.

I didn't like the fact that the map did not have a roof either. The sky was very fake looking, and I wanted to cover it up in some way. Adding a legitimate roof of some sort wouldn't match the environment though. So I came up with copying, rotating, and flipping the primary base plate of the map. With the mountains now flipped, they looked like stalagmites, and almost gave the world an underground like feel. It also casted a large shadow over a significant portion of the map, which I thought looked really nice.



Overall I can't say Im happy with my work. Compared to what Ive done using Lua with Roblox Studio and Blender, my work on Unity is incredibly disappointing in terms of both the of the quality build and gameplay. Though there has been noticeable improvement through each iteration, so I can't say it has not been worth it. At the end of the day, its a learning experience, and my skill set will only be improved by doing it.







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