Sprint 4: Level 1 Layout - UQdeco2800/2021-studio-6 GitHub Wiki
Layout of the map
Compared to the rest of the game the current level one layout is very out of place as it is randomly populated and completely linear. In order to bring it more in line with the rest of the game and have a more specific introduction to the game the layout will be updated to have less linearity and more alternate sections to explore. Will use this new layout as an opportunity to slowly introduce the player to each enemy at a time while getting them used to less wide open spaces, which is how the other maps of the game are set out.
This is additionally being used as an opportunity to remove the void space that is around the map from the players vision so that they are unable to see the edges of the map and therefore will be able to be more immersed into the game.
Note: currently the control/concept tutorial is solely from character dialog and therefore the only tutorial element that needs to be carried alongside this is a slow introduction to the enemy types to get the player used to combat
Drafting
In drafting the main focus was to explore different types of layouts to see what was more appropriate to both the game and to act as an introduction to the mechanics/world for the user.
The first layout explored the idea of having a split map, where the player could either go to the left and explore/fight enemies or they could go to the right and complete the level. It was set up so the safehouse was visible from the start so the player could immediately understand the end goal and choose how to approach it. However it was too easy to avoid the non-linear aspects of the map, would require the map to be very large and overall lacked options to structure enemy interactions in the intended way with its 'corridors' structure.
For the second draft, the map was made a lot more wide open, trying to use the road as a direct line for the player to follow in order to complete the game. Like the first it also includes extra sections for the player to explore. Additionally, it reflected the concept of having different 'areas' within the map, i.e. a more filled city area, an open road section and a small tree filled area that was a kind of park. However, the main drawback was it having too much open space (unlike the rest of the game, therefore it wasn't really preparing the user) and would require too much space to be implemented.
The third draft focussed on trying to combine the better aspects of the previous maps, i.e. introducing the player to concepts behind a fence to incentivise exploring, using the road as a guide on where to go and the general idea of having different sections (however here it is much less dramatic in difference. Additionally it has separated sections to allow more controlled enemy interactions as well as a more unique layout that interconnects with itself.
Overall the third concept was chosen to be continued due to it fulfilling most of the intentions we went in trying to achieve (less linearity, more control on enemy interactions, options for the player to explore, opportunities to introduce the player to concepts).
Implementation
In order to get a feel of how the new map would function it was minorly modified to fit the grid structure then implemented within the game (with the same methods as level 2 & 3 to keep consistency) in order to be further iterated and see whether the removal of the void would be successful.
Positioning of Assets
Within the map there will be a set of items that need to be placed into the game world (coins, bandages) as well as placing the enemies and the torches. As level one acts as an introduction to the game it needs to be more slow paced than other levels and introduce concepts and enemies in a logical order so that players can learn how to play the game.
NPCs
The first level is set up with three NPCs; a tutorial guide, a pilot firefly and a dead man. The first two (as one is the tutorial and encourages the player to talk to the other) must be placed near the player at spawn
Placement layout
The tutorial character must be next to the player. The pilot firefly will then be placed down near the fence as the intention is to have an item there so this will ensure the player sees it. The third NPC will be placed on the second road near the lamps so that as the player walks they will see them and be encouraged to explore further down on the map.
Lamps
As lamps are (in the game world) placed by other fireflies, their main intention will be to guide the player through the map and therefore will be placed, somewhat sparsely, in the most standard path taken to get to the safehouse. It is necessary that there are a significant amount of lights along this path to allow players, who only begin the game with a single torch, to be given the ability to not have to fight enemies in the darkness as they are learning the controls of the game.
Placement layout
Therefore the lamps will be placed along the starting road, connect it to the secondary road then lead them to the safehouse. This will give players a pathway to the safehouse that it is logical the fireflies would use (roads are good landmarks) without being the shortest route. Additionally as this route goes through the middle of the map I will be able to add other assets (e.g. items) along the edges of the players vision as they follow the lamps so they are encouraged to explore. Additionally, as there is both a clean and vined lamp, I chose to use the vined lamp to indicate we are getting closer to nature once we leave the dense city area of the map.
Bandages
As bandages are a more 'rare'/powerful item in the game only two will be present in the first level (not only one as it is likely that in getting used to the controls the player will need to use a couple to get used to how they work). They will be placed in a way to incentivise exploration (i.e. off the main path) and around areas where enemies will be placed in order to communicate to the player that gathering resources requires interacting with enemies.
Placement Layout
The first bandage is placed on the other side of the barrier next to where the player first spawns. This will directly communicate to the player that items are placed in areas off the path. Additionally, as the pilot is standing next to the barrier this ensures the player will see it when they first start the game.
The second bandage will be placed in the bottom left of the map as it is another out of the way placement and therefore will only be found by exploring the majority of the map, rewarding players for starting the explore early.
Coins
Coins act as the way for the player to buy things in the store and improve their character and therefore the player should not be given too many too early. However, they would also encourage player exploration and therefore it is important that there are enough throughout the map that the player is encouraged to explore and fight enemies to get more coins. This will be done in comparison to the other levels (which are of equal size) where a similar number of total coins are used (slightly less).
Placement layout
The level will have 20 coins spread about the map. There will be a few along the main road but the majority will be placed around the edges of the map to encourage exploration in order to get more resources. They will additionally be placed around enemies to ensure players have to fight in order to get the resources (also encourages learning the fighting system in order to get resources).
Ammo
Ammo is an essential part of the game play and therefore it is important the player is given the opportunity to play around with ranged attacks and get used to the mechanics during the first level. Additionally, as the player is expected to waste a good amount of ammo as they are getting used to the game they should not be punished for this and therefore ammo should be more abundant than it is in the rest of the game (without being so abundant that it tells the player that ammo will always be abundant).
Placement Layout
In total there are 8 ammo pickups (almost double that of other maps of equal size). The ammo will be placed in more 'central' positions throughout the map, where the player can more easily see and access them during combat. In places where there are enemies there will be more ammo and there is also more ammo in the starting areas of the map compared to the later areas of the map.
Enemies
There are four different types of enemies that must be placed throughout the map. As the player has not encountered any of these enemies previously it is important that they are introduced in a logical order (weakest to strongest) and in isolated scenarios so that the player can learn how to fight and specifically how to approach each enemy (e.g. the long ranged that shoots three is easiest fought with ranged combat).
Placement layout
The player will first be made to fight the small enemy, then the single projectile ranged enemy when they first enter the combat areas of the map (understand there are both ranged and melee enemies and get some practice fighting both). If they follow the road they will then be made to fight a spawner (many small enemies at once). As from there the player will be exploring in order to not make exploring the whole map boring the player will be introduced to different scenarios and combinations of enemies. Once it leaves the starting section (the area between the two main roads) higher number combinations of enemies are introduced as well as the larger enemies. As it is the first level the stringer enemies will be few, with only one large melee enemy directly before the safehouse door and two triple shooter long ranged (one on the way to the safehouse, the other in the hidden corner where the player can get a bandage).
Layout
Map Iteration 1
After inter-team conversations there were a couple feedback points, to which were responded;
- The ground looking too plain -> adding variants to the ground, adding pathways between roads, adding staggered ends to roads
- The top road being a little claustrophobic -> adding an extra ground strip between the road & top buildings like the bottom road
Note: the ground/path are singular colours on the map but are generated by randomly placing secondary assets as well