Map Layout Design Level 2 - UQdeco2800/2022-studio-2 GitHub Wiki
Map Level 2 Inspirations (Options):
USER TESTING 1 Map Level 2 [Inspiration]:
Objective of this testing: To figure out the user's perspective on what the level 2 Map Design and Layout should be inspired by/include, given the context provided by the Story Team:
"Level 2 Story Context: Poverty, Underground, "Colours are level 1's colour scheme but grungier, dirtier, and darker, with more greens and blues, with fewer creams, yellows and whites."
Testing Plan:
Testing Method: Google Form Survey
- Compile inspiration images of Level designs that fit the story context and colour schemes for Level 2. Create Google Form Survey that includes the different design inspirations and question the user on which design they liked best + why, which specific elements we should take inspiration from (e.g. components)+ why, and any other comments they may have/ what they would want to see included in the Map for Level 2.
- Send out to each team to fill out + remind them in the team stand-up
- Analyse results and feedback then, based upon this, draft up a Map Layout Design (preferably more than 1) for Level 2 -> User Test 2
User Test Results:
Iteration:
Based on the feedback above, I have created the following draft Map Design Layout for level 2:
USER TESTING 2 Map Level 2 Design:
Objective of this testing: To figure out the user's perspective on what the level 2 Map Design and Layout should be based on the drafted Map Layout Design for Level 2:
Testing Plan:
Testing Method: Google Form Survey
- Create draft designs for the map of Level 2 based on the USER TESTING 1 Map Level 2 [Inspiration]. This should include environmental components that are intended to be included in the map.
- Create Google Form Survey that includes the two draft designs, ask the user for which map design they like best + why, ask the user's opinion on the included environmental/static components + why, and a space for any other comments regarding the level 2 map.
- Send out to be filled out.
- Based on the results/feedback, decide on which Map Design and finalise list of components/tiles that need to be designed/made.
User Test Results:
Sprint 3/Future Considerations
We would like to reevaluate the layout of this level if needed. We would also want to create more static components to be added to the map (barrel, rubble, etc.)
Sprint 3 - Lvl 2 Map Layout Enlargement
Based on feedback from other teams on the initial implementation of the Level 2 map layout, it was too small and needed to be more complex and enlarged. We had also collectively decided to scrap Level 3 and focus on improving the two levels we already have instead.
USER TESTING Lvl 2 Map Layout Enlargement:
Initial Implemented Lvl 2 Map Layout
Iteration 1
Full Map
Spawn Room
Side Rooms
Main Room
Final Room
Objective of this testing:
This test aims to obtain feedback on the new proposed iteration of the level 2 map, which especially considers the following user statements:
"Too basic and not enough rooms, it feels like a map a kid would have to navigate"
"although i like the idea of a tight corridor between each side, i think a more open layout would provide better gameplay - i really like the water separating sections of the map tho !"
"The narrow space is inconvenient for the player to active"
"I really want to see a more complex map with secret rooms, hidden areas, things that are actually complicated and fun"
From these, we summarised the change needs for the next iteration/ enlarged map:
- Multiple Rooms, rather than one singular room.
- Mainly open layout but should still include hidden areas and secret rooms.
- Generally more complexity in the layout.
- Ensure that corridors and hallways etc. are not suffocating.
Testing Plan:
Testing Method: Google Form Survey
- Create draft designs for enlarged map layout for Level 2. This should include environmental components that are intended to be included in the map and fulfil requests from other Teams relating to their feature.
- Create Google Form Survey that includes the proposed enlarged map, and provide a space for teams to give any further requests on the map layout so that it is appropriate for their components and placements.
- Based on the results/feedback, change the layout accordingly
User Test Results:
User Test Analysis/Evaluation:
The above user test feedback shows demand for the following changes to be made:
Layout Change for Side Rooms
"the middle of the side room hallway could loop back up to the top since its feels quite like a choke"
Final Room Enlargement
"the final room might need a layout change considering the boss might have far-reaching and strong aoe attacks, so need a larger area to be able to play around that -- on the design aspect i think adding more embellishments to really emphasise that its the 'final' room of the game would be cool too ! but looks awesome so far !" and "If the final room has the boss it should be bigger (otherwise its fine)"
Environmental Component Changes
"The pipes look a bit overwhelming" and "it is however there can be more themed decorations on the map"
Iteration 2 (Final Implemented Lvl 2 Map for Sprint 3)
Full Map Layout
- Fewer pipes, added in torches and statues as per feedback
Updated Side Rooms
- Loops back up to Main Room as per feedback
Updated Final Room
- Bigger, more decorations, fewer pipes as per feedback
Sprint 4/Future Considerations
- The shade of water is the original, not the dim version - would be nice to change this.
- Perhaps adding more environmental and static components - a variation of statues, more greek elements.
- User test again- some concerns about design being too large now.
Sprint 4 - Level 2 Map Border improvements
We changed the border colour for level 1 to be the brown dirt block colour. This was implemented since it was much more appropriate than the previous yellow colour which made the map seem out of place.