Level Design - UQcsse3200/2024-studio-1 GitHub Wiki

General Level design

The Map System in this game was built with the sole purpose of repurposing and artificially extending the game length. It does this by using the same or similar room multiple times with differing animals as enemies. However, there will still be some randomness to increase playability and to decrease staleness of a game with the same room. This will be implemented using a random seed-based plausibility system. The seed will be a random string of characters of length of 1 โ€“ 100(if no seed is chosen a random seed is generated) Where 2 differing seeds give different map outputs. Specifically, The seed will define:

  • How many doors are in a room (with plausibility checks to limit โ€˜levelโ€™ size to around ~4 rooms of distance from the starting room) .
  • The number of doors in a room
  • The location of door in a room
  • The โ€˜Setโ€™ of animals found in each room
  • The ending room

Items drops

This Solution should give enough randomness to allow for a fresh feel. It should also allow for competitive spirt between seeds.

General Room design

for the sake of adding emotional goals, art โ€“ influence, storyline, and gameplay elements. The map design will need to follow those guidelines as stated in other documentation. Thus the game elements will have a more cyber to lab building concept to them to accommodate this, and have some emotional elements in the Room assets to make them more realistic to the setting and story.

Randomness of Room design(feasibility to be assessed)

To create a more realistic image, creating a flooring that is random with different combination of broken parts could be added as a method to further differentiate Rooms, these will have their own system of randomness that will be slightly attached to the seed.