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Showing posts from March, 2023

Mega Man Level 2

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MEGAMAN LEVEL 2 LOGAN VAN DYNE After we finalized our first Mega Man tutorial level, we began working on concepts for a second level, for a higher skill level of players, and a different theme- this time in a jungle setting. This opened up new opportunities for both the player and the level designer in terms of platforming, enemy usage, visuals, and different unlockable abilities- as an additional goal was to utilize different weapon types, doors, and keys to complete the level. The main premise of my level was utilizing “vines” created by hanging ladders as the primary source of platforming, alongside spikes, falling platforms, and quicksand.  Once concept art and annotated maps were created for the level, we went on to properly designing it. I started by placing wooden platforms to look like tree trunks and branches, and then added the ladders and platforming segments on top of them. The vines were somewhat problematic to implement, as they had to be placed a certain amount of sp...

Mega Man V2

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 MEGA MAN LEVEL V2 LOGAN VAN DYNE  After the creation and playtesting of the first iteration of our Megaman level, we were presented feedback from our playtesters on things we could improve upon or change about the design of the level, in terms of the pacing, enemy count, difficulty, and more. We then fixed and expanded our levels, since hardly any of them met the 10 minute minimum requirement that we were presented with, and then conducted another playtest with the same people. The basis of my level stayed the same, especially at the beginning- it was simply expanded upon in place of where the ending of the level used to be in the previous iteration. More enemies were added alongside additional platforming sequences which also rose in complexity and difficulty, adding extra enemies to previously uninhabited platforming segments to add additional challenges to what were once easy segments of the level. The additional enemy that I added was the Colton, who shot ranged projectil...

Megaman Level V1 Feedback

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 MEGAMAN LEVEL V1  LOGAN VAN DYNE The first video game levels that people were able to create were simplistic and did not have as much room to work with as current games do. Level designers had to work with their limitations to create entertaining levels which teach the player and make the game they are playing entertaining to both watch and experience. Mega Man is a good example of games which take advantage of this, still being able to have a great amount of variety and customization for the levels provided, leading to unique and entertaining learning experiences, for both the player, and the level designer themself.  Working within these limitations, we created a tutorial-style level in a western theme, ensuring we implemented a good amount of mechanics to teach the player in a safer environment before throwing them in with enemies and additional challenges. My level takes place in a Western Mineshaft, which leads the player to travel downwards through different tunne...