Level 3 - UQdeco2800/2021-studio-6 GitHub Wiki
Description
As for the final sprint in addition of new features, level 3 is going to be the last level that's going to be created before the final boss level (level 4).
Once again, just like the previous levels, the player needs to find his/her way out of the forest into the safehouse to move onto the beach themed last level.
Level Design
Map Design
Leaving of the forest within level 2 onto level 3, the player is met with a forest which looks more withered than before on entry to this new level. The player is able to notice the lack of colour in the different grass tiles, and the trees as they walk through the forest to find their way out. As the player progresses through the level, the trees which acted as barriers will turn into water which the player cannot walk across. The water tiles signify the nearing of the exit of the forest, as rivers lead to exit onto the ocean.
A special feature within this level is that player is given two ways in which they can complete this level. First option is to head straight for the wide-path which has less number of dangers and rewards. However, there also exists a second option in which the player can decide to go for more rewards, which also comes with more enemies in a narrower path as well as more obstacles.
Map Layout
https://github.com/UQdeco2800/2021-studio-6/blob/main/assets/wiki/level3_wikipage/level3-level-design.PNG
Map Legend:
- P = Player
- S = Safehouse
- X = Green Group Pine Tree
- A = Ammunition
- C = Coins
- B = Bush
- W = Spider Web
- e1 = Small Enemy
- e2 = Small Eye Enemy (long range)
- e3 = Large Ground Enemy
- e4 = Large Tough Range Enemy
- SP = Spawner Enemy
- Z = Water Tiles (Z1, Z2,..., Z9) make up a 3x3 grid with the grass/sand edges on the outside, see below for Water Grid Tiles 3x3
- B2 = Bridge Tile
- X2 = Brown Group Pine Tree
- P2 = Dead NPC
Level generation with the GridPoints 2 can be seen here Level Generation.
Assets
Tree
Green Tree:
Moving from level 2, level 3 continues to use healthy green trees towards the start of the map.
Withered Tree:
From the healthy trees from level 2, as the player progresses, the trees begin to darken, tensing the atmosphere.
Palm Tree:
The palm trees are designed to exist adjacent to areas of "sand."
Tiles
Sand
Sand Tile:
Sand Tile Inspiration:
Reason: Level 3 is a transition from forest to beach, therefore as player moves across the level area for level 3, the tile should gradually change from grass to sand
Inspiration: Since the game is pixelated, inspiration for sand is taken from one of the most famous pixelated game in the world, Minecraft, the idea for pixelated sand texture is taken and colours were repicked from palette.
Bridge
Bridge Tiles:
Bridge Tiles Inspiration:
Reason: Rivers were added into the game area, and river has been implemented in a way such that players cannot travel through water, a way to travel is needed to go from one end of river to the other. Hence bridge tiles are made. 2 variations of horizontal and vertical tiles were designed.
Inspiration: the bridge was inspired from another pixelated design of a wooden bridge
Water
Water Tiles:
(top-left, top, top-right, left, full, right, bottom-left, bottom, bottom-right) respectively
These water tiles make majority of the right section of the map of level 3. These water tiles replace the previous tree tiles which acts as an obstacle/barricade in which the player cannot walk across.
Water Tiles (Sand):
(top, top-right, right) respectively
These water tiles with sand edges were required in order to naturally connect with the sand tiles towards the end of the level 3.
Grass
Grass Tiles:
The grass tiles in level 3 has gained more texture, and turned more darker colour than level 2 grass tiles show. This is to demonstrate the withering of the grass as the player is headed closer towards the final boss.