3D Level 2

3D LEVEL 2

LOGAN VAN DYNE


After the creation of our first 3D level using the Unity 3D Game Kit Lite, we received a new theme to work with for the creation of the second level, which involved building up to a boss battle with smaller encounters throughout the rest of the level. The theme for this assignment was a medieval setting, which was rather different from the previous theme of a Sci-Fi jungle setting. Our previous experience with both the probuilder and assembling levels within Unity using the geometry and materials provided, I was able to better handle the task of making a more unique and immersive setting for the level to take place within. As for the boss encounter, I simply upscaled one of the enemies and increased its health at the end of the level, which was reached by clearing through the rest of the encounters before reaching the final room. The traps, doors, platforms and enemies as well as the main player stayed the same for the entirety of the level, so I was able to reuse the assets previously made to be used in the first 3D level we had created, as well as many of the materials that were previously used. 



My setting takes place in a castle overrun by the monsters provided within the game kit, in which the player must traverse from the courtyard to a mill-type building to open the doors leading to the rest of the castle or kingdom area. The mill area consists of several different switches and mechanisms to open the three different doors needed to proceed through the rest of the level, firstly starting with ascending the watchtower to open the door to the mill room. Some players had some trouble finding out where to go initially, as the area was rather open and did not have very much in terms of guiding the player where to go, however considering that the tower was the only option for players to proceed through, they eventually found the right path to proceed through, able to continue through the level.



The largest issue with the level was that players found ways to skip a majority of the content starting out, largely because of the way that I set up and decorated the setting to begin with. The fence walls I created were short enough for the player to jump over and simply skip past segments of the level, rather than blocking them in as I initially intended to. A solution for this could possibly be to either make some sort of invisible barriers by creating walls that are invisible, yet still have collision, or simply edit the fence walls to be taller so that the player would not be able to maneuver through them. Either way, it was not too much of a hindrance to the experience of the level, as this only occurred within the first portion of it. The rest of the level was rather straightforward and the player was able to traverse through it without managing to break the experience. 



After a simple corridor segment including moving platforms, acid, and enemies, the next segment of the kingdom was a large, sprawling maze which would need to be fully explored to open the door which leads to the boss encounter as well as the final room. Keys, doors, switches, and falling boxes were all implemented to lead to the final areas of the game, hidden throughout the maze, encouraging players to explore it fully. However, I ended up forgetting to add enemies to the maze, which decreased the entertainment value of the segment and led to it being more monotonous than anything, which will be an easy fix for the next version of the level. After the maze, players would reach the final boss, and access the treasure room as a reward for defeating them. Other than the complexity of the maze, which may be reduced in later versions, and the issues of the first segment, players enjoyed the level and its atmosphere, so I will be sure to keep that up in the future. 




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