@Marc_Carlyon Nice work! I look forward to seeing how it comes together!
Cool sketches guys, thanks for sharing.
I made my level design based on arriving by boat to a foreign region which is under attack by a rising enemy force. I want to keep a sense of mystery initially, as your player is new to the land, and has no idea of the political conflicts within; so I didn’t want the player to be confronted with combat until some suspense has been built. Once entering the town (after break roadblock) you are introduced to much more combat, before reaching the boss. The numbers represent places I hope to implement a puzzle as my development progresses. The boss is guarding the roadblock to the exit of town; in which the player must defeat to win.
I might go back and tidy up the design in Photoshop later, but I did this quick pen and paper scribble while at work.
The setting is an unfolding apocalypse, you’re camping with your friends. in the woods. You hear a sound, wake up, find all your friends gone. After being attacked you find your way out of the camp site, and keep looking for your friends. After you can’t find them, you get to your car and leave the area.
This concludes the ‘Prelude’ (Moment) to my project
The basic level flow is written in blue on the side, with the player path and play area (boundary) highlighted in red
The Red X’s represent some sort of enemy/battle/struggle, the Green hashes are forest areas
Here is my first (rough) sketch of my level
I think that in the fountain there will be a pig that shouts "Up with vegan down with bacon!
Awesome sketch, well done
So instead of a town or village I decided to make it a city, or capital city of the area. I’m going to include a cemetery on top of the mountains with a dungeon and a boss. I was also going to include some type of legend as I see just about eveyone else included but decided to use the whole page instead ! lol I also decided to leave an open place in the mountains where there might be a random enemy possibly low level boss with a loot crate, or maybe a hermit hut that’s a quest giver asking the player to defeat the enemy that’s been attacking.
Here is my level. You start out at the bottom relatively flat. Then work your way up a hill/mountain. The X -> means that guy will run to signal others about this awesome hero coming their way. Sparse trees towards the top. Green and rocky mixed together. The castle/fortress at the top would be made of wood.
I thinking about starting my hero out in a remote farming village with woods all around and an Orc cave not far off in the woods. His job is to support the farmers getting their goods to market and clear out the Orc cave if possible (also watch out for bears). I would love to do some day/night lighting and have the Orcs behave differently based on the time of day. I also like the idea of monsters being able to retreat if they have are hurt (back into their cave?). Maybe I will even include some child orcs as a moral problem for our hero to solve.
Just something very basic at this point with terrain limiting the direction choices. If the player goes up slope the have an opportunity to see, and for ranged attack on, enemies waiting around a bend in the lower path.
So here’s mine:
Haven’t put in an actual starting point as there’s 2 options to start from - from the Great Forest or the Sea (choice to be made by the player). This is actually more so that there’s also 2 points I can leave from in my next quest
There’s 2 possibilities for bosses in my game, either the priest in the Church, if the player decides he’s being deceitful and trying to get the player to do his dirty work for him, or the ‘monsters’ in the mountains. Again, up to the player in that respect.
There’s no particular flow to the level in other ways, I want the player to be able to figure out for themselves who they feel the bad guys are and act accordingly. They can go into the village, explore around it (minding the wildlife of course) or go into the mountains and explore there.
I have yet to decide what I want to do with healing, as I plan on having a lot of fights happen (loads of monsters around, loads of wildlife), it’s a dangerous and lawless territory, so it will be necessary, but I almost feel like those regular health potions (like in Diablo etc) are a bit of an easy way out. I’m thinking maybe if the player is not in combat he will auto-heal a bit, and faster if he camps/ rests or something like that.
This is my sketch for the level. You can choose if you do the quest, and follow the main road, get the key and pass the gate or if you pick the secret road behind, and fight your way through the tunnel system in the background, to enter the main boss in the center. It will require a healing ability, and some skill full fighting tactics, thats why i put some mana stones beside the castle/ temple.
Excited to build it in unity
What’s your thoughts about it? Please let me know
In order to keep the course going, I decided to use some kind of tool to help with this.
I used https://donjon.bin.sh/fantasy/dungeon/ to get a random dungeon, This is what i got:
It also has a detailed explanation of the environment look and feel, monsters and other nice stuff.
General | |
---|---|
Dungeon Walls | Reinforced Masonry |
Dungeon Floor | Natural Stone (move at half speed, can’t run) |
Temperature | Cool |
Illumination | Shadowy (phosphorescent fungus every 20 ft.) |
This is my implementation in Unity:
My design for my game is centered around the MetroidVania map style. So, it will have many doors that can only be accessed through exploration. For example, some doors in the scene require keys, some require Bombs, and two require you to go to the other side first. Also, an area is only accessible if you obtain a grappling hook first.
With so many responses here, I thought it might be good to drop off a link to my topic: Project "Discord" - Level Sketch
I’d be very interested in your thoughts
My game, which I’m currently calling “Project Potion”, is intended to be a light-hearted exploration/crafting/RPG game. The core game loop is “explore, find components to unlock a new area, craft the macguffin (item, special ability, w/e), explore some more” with enemies serving three functions: challenges/obstacles, crafting resource sources, and target practice to use the newly crafted items and give the player a happy for having crafted the thing.
Requirements include: player movement, player attack, player ranged attack, player health bar, player death (and probable level restart), enemy movement, enemy attack, triggered item spawning, item collection, display of collected items, interactable nonenemy objects, and of course visual assets that won’t get me sued.
Nice-to-haves include: player special abilities, player ability resource system, enemy ranged attack, progression save system so players won’t need to re-gather components or kill enemies again if they die.