DND MAP 2 PLAYTEST LOGAN VAN DYNE Our second Dungeons and Dragons map was completely different from the first- With a new ruleset, mechanic system, and prompts to work with, we had to rebuild everything we’ve done and essentially start completely new for the level design, characters, enemies, bosses, and even new items. The prompt for our level was a prison break in the setting of a post apocalyptic alien invasion, and we had to incorporate checkpoints, item drops, and ensure that this level was a step up from the previous tutorial difficulty we had previously worked with. We used annotated maps to lay out basic ideas for more complicated level design concepts, starting with the checkpoints. With the way I laid them out, they would be present before or after difficult encounters, however after playtesting, many of the enemies were either too weak or too strong. This makes the checkpoint system relatively useless until you get to the weak enemies, so a possible fix for this would ...
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