CAGD 270: Project 3

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Assignment: Project 3 - Create a 3D Level

Publication - 12/08/24

The Goal

            The last project we were given was creating a 2D level in Megaman. This time, our task was to create a bespoke custom level in Unity. Within Unity, we would use a game kit provided by our instructor, meaning we were all given the same tools, so it was a level playing field for creation. The game kit consisted of multiple prefabs that would make level creation easier for the builder. Prefabs like acid, breakable blocks, doors, and enemies were already made and just needed to be dropped in to be used. This left us to assemble the pieces like one large Lego set. Like in Megaman, we were given a theme of a Sci-fi jungle and that this would be a tutorial level for beginners so we had to showcase the game kit's capabilities. The task was pretty similar to the last project we did so we got to work. We ended up at the time of this posting making two versions.

Version 1

            The first iteration is always the most important in basically everything as it will be the basis of everything in the future will be built. Unfortunately on my end, during the time this version was assigned, I was preoccupied with another class project so I was already behind, and then on the day it was due, I fell ill which led to me submitting an unfinished level. This level did not display great amounts of creativity but it did at least display the amount of work I was willing to do while sick in bed.

Level Concept Planning

            

                This was the rough idea for the level I was going to create, I planned out sections where the player would be constantly introduced to new mechanics and eventually, it would all accumulate at the end to test their playing ability. This concept was very good, unfortunately the first interaction was very underwhelming due to the time constraints and the illness I contracted.

The Execution


            This was the planned starting area which I was able to do in class the first day it was assigned, it has a switch that when activated opened a door leading to a small acid-jumping technical section. At the end of the jumping section before the walls widened I planned to use destructible blocks but I was not able to locate them which was one instance of it being unfinished.


            This was the large acid platforming section with non-moving platforms and was meant to introduce the player to the acid platforming and the risk of falling in and restarting the area. I was not sure how big to make the level at the time which led to the large open gap at the end. It is hard to see but scattered amongst the green are enemies for the player to fight to introduce them to combat.



            Following the curve, there are two more acid areas following my concept sketch plan but due to time constraints I was not able to make the platforms move along the acid or create any more puzzles for the player in this section, only a few more enemies



            This was the furthest point I got to before I had to submit the assignment due to the time constraints. I was able to place a door that was controlled by a pressure point but unfortunately, beyond that point, there was a void of nothingness. 

Conclusion

            My first iteration of creating a 3D level started strong with a well-designed and well-thought-out plan to introduce the player to many different types of gameplay mechanics, unfortunately, due to poor time management and a contracted illness I produced an underwhelming product as a result. This iteration displayed to me that creating a 3D level is much harder than a 3D level and I must take initiative much sooner to complete the assignment at a standard I consider acceptable as this submission was not.

Version 2

            With the failure of the first iteration, I needed to redeem myself to the teacher and myself showing that I could actually produce a quality 3D tutorial level. Once the instructor announced the assignment I set aside certain days to power through the project so I could get it done before the due date without rushing it. I wanted to make sure that this time I was not to submit an underwhelming or unfinished assignment again. Version 2 followed the same concept plan as the first but with some minor tweaks as I adjusted to the game kit. The idea was the same but visually it was built from the ground up, a fresh new canvas to paint ideas on.

            This was the starting area of Version 2, the door with the switch was carried over, as well as the acid jumps, this time I was able to add destructible blocks before the acid lake. The platforming made it tricker to introduce the concept but also challenge the player, within this area this is also a suite of checkpoints to ensure players' progress is kept whenever they die. The curved area with many destructible blocks was the introduction of enemies in the level they were simple to kill with health packs just in case they had difficulty. I made frequent use of the UI mechanic to introduce some form of storytelling for the player to interpret, each "voice line" would correspond with the player's current action or location they were in.


            After the introduction of enemies with destructible blocks there is a corridor full of enemies forcing the player to fight in a confined area as they will have to do the same later on in the boss room. After defeating the corridor of enemies the players are introduced to another acid lake this combines the two from the first iteration, it combines the introduction of moving platforms and platforming between moving objects. This lake turned out better than expected on my end. It proved to be challenging while also a learning experience. After the lake, there is an entrance to a boss chamber but it needs two switches to be activated, one is in a clear site while the other is in a hidden room behind rubble, which forces the player to explore the area thoroughly.


            This is the final area after the player unlocks both switches for the boss chamber. Inside the gray rooms is a horde of enemies that once defeated will open a door that teleports the player to a pink box that says "To Be Programmed". It says this due to me not being sure what to do after the boss room since I didn't have much time and also I didn't know how to end the level, however, I did know I would be adding on to this later on in our Version 3. The exit door of the boss room opening from the death of all the enemies was very nice but in playtesting, I ran into issues of enemies running into walls and becoming stuck.

Conclusion

            My second iteration should have been my first iteration as this one lives up to the standards that I deem acceptable. This iteration was able to cover all the mechanics that were given in the game kit. Although the layout and planning of this level were a bit different than both the concept and the first iteration I believe the differences between them all were due to the adapting and improvements I strove for to create something that lived up and even beyond expectations when comparing it to the first iteration. Understanding the materials and giving time to complete the assignment mattered much more than I thought and it's clearly evident with the finished product of this. The results really speak for themselves and it is irrefutable.

Questions

            - How did the changes in your level help with this version?


            Overall, the changes in this level compared to my previous version were night and day. The first iteration did not boast many gameplay elements that would challenge the player or interest them. The new iteration however was able to capture the players and keep them engaged for the whole duration. The smaller map also allowed the players to feel the level was full with little extra space.

            - What mechanics were implemented well in your level and why? What went right?

            Most mechanics were implemented with rigorous testing to ensure they were performing optimally to reduce issues during playtesting, checkpoints, doors, enemies, switches things similar to these were tested to ensure they were performing at peak optimization to provide a smooth gameplay experience.

            - What mechanics were implemented poorly in your level and why? What went wrong?

            Even though the mechanics were thoroughly tested for issues for multiple hours during playtesting conducted by myself some issues were there, although most were hidden, these came out during playtesting in class. The first of which was a moving platform which would not move the character while they were standing on it forcing them to walk with it. Later this was learned to be a simple fix. The last issue involved the enemies in the boss room running into walls and becoming stuck. This issue however is not one of my own but rather one of Unity's bugs that I am unable to fix, still, I will try to reduce the chance of this occurring.

        
            - How will you approach the layout and design of the boss area?
            
            My plan regarding the layout and design of the boss area is to force the player to do four separate "puzzles" to unlock the main door in which the boss is hiding. The puzzles will combine all the features present in the tutorial part of the level. My aim is to thoroughly test the player's abilities. Within the boss area, I will provide smaller enemies to make it more difficult and add reinforcement enemies that are hidden behind trap doors.

            - How do you plan to balance the difficulty of the fight to ensure it is both challenging and enjoyable?

            The plan of balancing the difficulty of the fight to ensure it is both challenging and enjoyable will be determined by the max health of the boss, the max health of the enemies,, and the number of health packs within the room for the player. The smaller enemies will most likely be one shot to just be a small nuisance, not something game-ending.

            - What is your overall vision for the boss area and fight?


            Testing the player's technical abilities to unlock the boss door is the first hurdle, if they are successful in beating the four "puzzles" then they are allowed to enter the boss room and fight it and their minions. The boss fight will be balanced but still provide enough of a challenge for the player to think rationally about what to do, either kill this enemy, strike the boss, or heal? Those are the three things I want the players to think about while they are in the room.

            -How might you improve your level next time?

            To improve my level next time I will be rigorous in my testing of the faults I found in my level this time, play testers did not have much to say besides the platform bug and the enemies running away into walls. I have proven myself to build a successful 3D-level so now I am just going to work on the reliability of all its functions to ensure every player can reach the boss and beat it without technical difficulties.

            - Were the challenges presented appropriate to the skill of the player?
            
            The challenges I presented to the players were to showcase the capabilities the game kit had to offer. I did not excel at the capabilities but showed the kit in all of its potential so I do not believe the challenges were inappropriate for the skill of the player. The challenges were introduced easily and slowly became more technical at a curve that was easy to adapt and overcome.

            - Was the critical path obvious?


            The main goal of Version 2 was to ensure that the path was as straightforward as possible, the section of exploration between the two switches was still straightforward as once they found the hidden door or either switch they knew what to do from the UI I placed in the area. The area was open but linear so the players could look ahead and know what they were going to get themselves into within the next minute or so.

            -How was the overall flow?

            The overall flow of the level was consistent with the sections of platforming performing at the speeds the player dictated and sections of battle were also dedicated by the player, the section of moving platforms forced the players to look around at their surroundings to view the environment to take in the art placed around the map. Each area was balanced concerning flow. With none leaving the player unsatisfied with abruptly stopping or going too fast for their liking as the level ran at their own pace leaving them comfortable to learn the mechanics.

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