Mega Man Level 2

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 space away from each other in order for the player to be able to reach them. They also had to be a certain length as Mega Man falls while he travels, meaning he will always land lower on the ladder than he left from the first one. Finally, the enemies, keys, doors, pickups and power ups were added to the level, which completed it and led to the initial playtests. 



There were a plethora of new enemies added to the entirety of the level, and the new weapon options aided the player greatly in handling their new challenge. The first new weapon granted to the player was a double jump ability paired alongside a rocket fist, which could lock onto enemies from afar and travel diagonally to reach them. This takes the place of the traditional charge shot which Mega Man normally has, and is especially useful for taking down enemies during the platforming segments to ensure that the player is not shot off of the ladders and back to the start, or worse, to their death. 



The second ability / weapon choice provided to the player was a sort of powerful slide where the player becomes invulnerable for a short amount of time while using the slide. It also allows the player to cross large distances that would be otherwise impossible without access to the ability. This was useful for long segments populated with enemies, or simply rushing past enemies that you may not wish to deal with. Both abilities provide the player with shortcuts to make completing the level easier, but it can be completed without them. However, this is not recommended.



The keys are spread throughout the level and will unlock the door once reached. There is a checkpoint after the first key and after when you open the door, and the platforming required to attain the second key provides a good amount of challenge to make the checkpoints useful. However, some feedback in regards to the checkpoints was to make them in safer locations, so they will most likely be rearranged in the final level, or if not the checkpoints, then the enemies and obstacles nearby. 



Players know where to go and the level flows nicely, yet some of the testers have said that the ladder platforming is a bit excessive, so this will have to be toned down in future iterations. Players did not get lost or have to backtrack, so the critical path and circulation seem to be performing well. Enemy placement, ability usage, and the difficulty of the level were all said to be well done, so the only fixes remaining are in relation to the actual design of the level, alongside making it longer.

 

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