Finalized Whitebox
I learned a lot about this game during play testing, I realized some things I may have left out, and I was given ideas on new things to add to the game.
Among the feedback I received was:
-The layout is good, and the switch between the city and terrain areas was cool
-Instead of having the final goal be open and misleading the player, I should put a gate in front of that path in order to lead the player in the direction of the second key
-There is a lot of open space in the terrain area that should be reduced
-I should take the first key and move it to a different area of the map so that it is not so close to the first goal
-I should add health pickups
The play testing showed that players liked the city area of the level and responded well to the maze-like nature of the area. Therefore I did not do anything to change the layout of the city. The terrain area was split between players liking the terrain area and its layout, and players who thought the terrain area had too much free space and should be tightened up. Too address this issue I added some more mountains to one of the open area in order to tighten it, but I left the other open area untouched because I believe once I have the scripts working and zombies spawning, the open space will feel much tighter.
I did however, add a gate to block the path to the escape goal in the terrain area and will write code that ties the second key to opening the gate rather than unlocking the escape hatch.
I moved the first key across the city so that players would have to spend time finding the key and then finding the escape lift rather than stumbling upon them both in close proximity to one another. I also added in the second key which I had forgotten to add during my first white boxing.
I also added health pickups around the map so that the player has the opportunity to restore health should too much damage be received from the zombie horde. This was an oversight that I had not considered during the first white boxing so it was good to have players test the map and bring to my attention the lack of a way to restore health.
Finally, a major issue discovered in the play testing was that at certain point of the mountain ranges in the terrain area, players were able to hop up the sides of the mountains and climb across the top of the mountain range, therefore avoiding all the enemies on the ground and also reaching the edge of the map and breaking the game. I went through and used the terrain tool to raise the height of the mountains and add in additional mountains where necessary in order to patch this and ensure that players will not be able to sneak out of the map and would also be forced to face the enemies.
Zombopolis
Concept for Level Design Class
Status | In development |
Category | Other |
Author | jbeck98 |
More posts
- Final BlogFeb 27, 2020
- Character StoryFeb 19, 2020
- FeedbackFeb 17, 2020