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.
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.
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