CAGD 270 Level Design

3D Game Level 2 v1 Feedback
05/1/20
For 3D Game Level 2, the targeted difficulty must be for hardcore players. The goal is to challenge the player, eventually leading up into a boss fight. The ideal play time for 3D Game Level 2 is around 10-20 minutes.

What I was able to accomplish:
With the remaining time I had, I was able to expand upon 3D game level 1 version 2. I was able to add on some areas I would like for my ideal second level. That would include few platformer levels ranging from casual to hardcore difficulty, and a small area with 5 orbs that will soon be functional in my next version. I was also able to fix some game breaking immersions like the missing faces on platforms and the functionality of enemies.    


Cons:

My 3D Game level  2 submitted was broken overall. There were major bugs that occurred during my play tester's session. First the acid bath did not work properly, that lead to the player slipping underneath the map. They were either trapped or just constantly fell repeatedly that would result in restarting the game. 
As the player died, there were no respawn/checkpoints nearby. This would also result in a restart in the level.
Other game breaks of immersion occurred, such my play tester being able to climb walls that aren't meant to be climb-able and noticeable holes on the walls. 
After restarting multiple times from a lack of checkpoints, my level failed to deliver as my play tester was able to finish the level in around 5 minutes.      

Future improvements
  • Fix obvious mistakes from previous 3D Game level
    • Fix Health box to refill player hearts
    • Make Acid bath functional
    • Proper Respawn points scattered around possible death boxes
    • Invisible walls so that players won't be able to climb to areas that would break immersion 
  • New Areas
    • New interactions (Switches, orb glow ups etc.)
    • Platformer level
    • Horizontal/vertical level 
    • Acid bath level
  • More Content overall
    • Key Pickups
    • Unique ideas for lever switches
    • Possible hidden enemies
  • Appropriate Dialog texts
    • Easy to understand dialog
  • New level rather than copy/paste from previous
    • I hope to make an appropriate Greybox to conceptualize where everything should be placed
  • Giant tree area that indicates multiple area completion
    • I would like to add some kind of environment with a giant tree that holds orbs that indicate progress from subsequent areas. When all orbs are turned on, a "secret path" opens up to unlock the main door.



3D Game Level 1 v2 Feedback
04/23/20
From updating my previous 3D Game level to version 2 (current), I was able to add more content overall, into a more suitable tutorial level type game. I was able to add more puzzles, interactions, enemies, and detail to environment. I had a few play testers that gave both encouraging and useful critiques.

Work Process/Problems
I am still having technical difficulties with NavMesh planars and this is currently my top priority to fix before working on level design again. Other than that, I got the interactable objects to work properly. However, I still need to learn how to edit text U.I and get the health crate to add health points.

Positive feedback:
  • Play testers liked the platforming puzzle in the beginning
  • Teaching mechanic with the interactables
  • New level is more appropriately themed compared to previous level
Negative feedback:
  • One switch in small pipe is unreachable
    • This disabled the player from lighting up all 3 orbs
  • Unclear dialogue text is confusing and is not appropriate for casual players
    • Added in some text, but a majority of text broke the immersion of players as it failed to give any real meaning 
    • Some were unrelated to content
    • Wrong audience: Dialogue text failed to teach casual players of simple mechanics or interactions 
  • Enemies did not work
    • Enemies were able to detect, but not follow the path of the player
Future improvements:
  • Fix UI dialogue text so that it's useful for players
    • Create some story and have clearer interactions overall
  • More obvious linear pathway in the beginning puzzle
    • Update the last bridge so that it's more visible
  • Fix Map Geometry
    • NavMesh Planars need to be adjusted to enable ragdolls staying in place
      • Enemies usually fall underneath the map
    • Fill in out of place holes

  • Add meaning to interactable objects
  • More puzzles

3D Game Level 1 Feedback
04/15/20
For our next assignment, we are required to make a 3D Game level by using the provided assets from the Unity asset store: 3D Game Kit Lite
 Just like the Mega Man assignments, the targeted difficulty is intended for easy/new players, tutorial leveled based. In this assignment, the theme is 3rd Person Action Platformer and the required environment is to be themed around Jungle/Sci-fi. The objective is to teach the player base mechanics, as well as simple combat.

Problems on work process:
The process to make the 3D level was difficult, time consuming, but was interesting designating where each object function should be located.
The majority of the time spent with this assignment was from figuring out the functions of each prefab and getting things to work. One big problem I faced was getting the enemies to function properly in designated platforms, "There is no valid NavMesh", in which made the enemy detect the player, but would just constantly move in place, resulting in game crashes. 
I definitely underestimated the challenge of this assignment. I did not expect the majority of my time to be from learning the fundamentals of attaching necessary scripts to objects, configuring unexpected bugs. This prevented me from designing the level I originally intended, resulting in a relatively short level design and completely ignoring the required theme for the assignment.

I had three play testers in total, two are CAGD students and my little brother (17yo). To start off, I didn't have a live reaction from the CAGD students just the Google feedback forms. But for my little brother, I got to observe his reaction for when he played. His play test session was pretty straightforward. He was able to run through my tutorial with ease for the most part. Some feedback from observing my little brother to take note of was that there was no in game instruction whatsoever on what the controls are. He also hesitated on where the attack button was for destroying blocks. 
Overall, his play through was a little too short, lasting around a minute or two. I would assume it was the same for the CAGD students. The good, bad, and room for improvement feedback given will be discussed shortly. 
The finalized version of my first 3D game level did not match my intended concept map as I failed to back track and reconfigure with the time remaining . 

Circulation Element:

According to the architectural elements, there is little uses to elevation. From the small staircase leading up to destructible cubes, moving platform over acid bath pit, and small terrain design around the enemies.Though I wouldn't call this level geographically diverse as it lacks noticeable detail outside the relatively flat level design.
Positive feedback
  • Critical pathway was clear to play testers. 
  • Players enjoyed the narrow door pathway leading towards effective teaching mechanics

Negative feedback:
  • Needs more overall content 
  • Too short
  • Everything feels too clustered together
    • Teaching mechanic felt too literal and was not immersive
  • Lack of enemy encounter
  • Enemies not moving towards player
Improvement:
Add appropriate themed environment
Add Sci-fi/Jungle like objects to appropriately fit the theme of the assignment.

More enemies
Enemies should be more spread more throughout the level design to feel more lively and fill in any empty space. 

Add puzzles
I would like to add a puzzle area or two for the switches introduced, as well as utilizing the key function later in the level.

Space out content (expand playing field)
Spaced out content with details related to the Sci-fi Jungle theme in between. This is to avoid clustered game objects and be aesthetically pleasing overall.


2D Mega Man Level 2 Version 1 Feedback
04/07/20
For our second level, we are assigned to add in more content compared to our first level. We are given additional content such as a power ups and more tools in general. The theme for this level is forest/jungle and the level difficulty is still set to tutorial level. I had two play testers for my play testing. The feedback given is both supportive and had useful critique, in which I will discuss throughout the blog.

Positive Feedback 
1. Level Design
Play testers enjoyed a few features the level provided, like power sliding through spikes and the snake pit fall.
2. Difficulty increased throughout level
The difficulty throughout the level gradually increased the more the player progressed.
Although the beginning portion of my level had some blank areas, it gradually increased with more content later. Content like enemies and more complex level design was shown later.

Negative Feedback
1. Blank areas
There were areas that were empty that could've used a simple enemy or two.
2. Resources aren't as useful
Resource pick ups weren't as useful considering there isn't as many enemies lying around. It wasn't didn't seem rewarding as there was little to no threat.
3. Poor enemy placement
Poor placement for enemies made some areas skippable. I had some player go through areas with enemies as if they weren't there. There was no real conflict to areas that should have been.

Critical path & Overall Flow
The 2D level was designed to have a linear pathway and a clear view where to go. My second Mega Man level somewhat accomplishes this requirement. Although it was obvious where to go, players seem to be confused in certain places. One example is when a player accidentally fell into a pit, and couldn't go to the original destination desired. This caused the player confusion as they assumed there was more to the alternate pathway. This is to be discussed in the areas for improvement.

Improvements
1. Teach players to utilize power-ups in areas where it is needed
I would need to create areas of level design where players must utilize power ups to get to certain areas or defeat enemies. 
2. Shorter alternate path
Areas with alternate paths need to be shortened while keeping the correct path linear. I would want to adjust each pathway to be explored appropriately. For example, in the snake pit fall, I would need another pathway for the player to climb back up for players to explore other pathways missed.
3. More content overall
I would need to add more content in general to meet the required time (10 minutes). Each play tester lasted around 5 minutes, which is not the ideal duration for the second level. 
4. Minor fixes
Small fixes need to be made such as weird screen wraps or appropriate background transitions. There are minor bugs in area transitions that make player screens shake out abruptly.  
Required adjustments are to be made to allow for a much enjoyable player experience





2D Mega Man Level 1 Version 2 Feedback
03/25/20
For 2D Mega Man Level v2, we are assigned to update our first Mega Man level using the feedback we got from it. I had a total of four new play testers, specifically my siblings. Ages ranging from 18 to 25. The targeted audience required for this assignment was fitting since my siblings never played a Mega Man Level. While there were a few signs of positive feedback, there are still key problems I haven't fixed from updating the my first level. These key problems are crucial in terms of a "tutorial" level, in which I will discuss later on in the blog post. 
Positive feedback
A fixed "Western Theme" 
I was able to update an appropriate theme to this version compared to the previous.
Safe precautions
Compared to previous Mega Man level, I was able to add in safety precautions, as in safe blocks, before approaching hazardous object.
Enemy placement
From previous assignment, enemy placements were not ideal that ultimately halted game play. In this version, I was able to successfully position most enemies so that players have a little more time to react to their functionalities.
Play test
According to the play test, one positive I can say is that my play testers were able to move through some of the areas fluently without getting stuck too much. 
However, are many problems for most areas of this version that stray away from being considered a tutorial level. 


Negative feedback
There was many problems to consider from play testing with non-CAGD students.
All play testers had similar problems
None of them were able to finish, all struggled on the same areas. They only knew how to shoot the blaster one at a time, ultimately causing increased difficulties in areas with multiple enemies. Three of four siblings gave up very early into the game lasting around 5 minutes while my older brother got a little over halfway 10-15 minutes in. The requirement of this assignment was the level to be at least 10 minutes in game play, in which this version failed to do with the play testers. 

Too many hazards
There are too many hazardous obstacles before reaching a checkpoint. 

Too many enemies in areas (would be considered as an advanced level)
Multiple enemies make it very difficult for a new Mega Man players to get around with
Not enough space to kill enemies
Some areas with enemies don't have enough space to maneuver around.  
Too many precise timings with advanced mechanics in general for a tutorial level
Unplayable for new players to Mega Man

Critical Path & Overall Flow
This 2D level was designed to be linear and have a clear view of the energy element towards the end of the level. This version somewhat meets its requirements. The main path is obvious, but may hold small alternate path ways that can be reduced in future versions.

Possible Improvements
There is still plenty space for improvement for the second version of my first Mega Man level. First of which is to make it simple enough to be able to complete for new players. 
Clearer Linear pathway
Less enemies with more space to move
Build up to introduce advanced mechanics
Players must learn their way in simple areas to gradually improve game play mechanics.



2D Mega Man Level v1 Feedback
03/10/20
For our next assigned project, we are to design our own Mega Man level using the Mega Man Maker game. The main requirements are to make a tutorial Mega Man map level, Western themed, and its game play duration to be around ten minutes. I was able to complete some requirements, but not all, in which I will discuss later on.  

Positive feedback
Game play Duration
From play test feedback received, the average amount of time to complete my level was around twelve minutes. I believe this is acceptable considering that this is my first Mega Man Level.
Variety in level design
The play testers liked how my level designs weren't linear and utilized some mechanics that they've never seen before. Some levels were acceptable for tutorial levels with the right amount of health kits to balance out enemy encounters and challenging jumps. 

Negative feedback to consider
I was provided with plenty of critiques from the day of play testing. This is essential and a necessary step for further improvement upon other map levels. 
Requires "Western" theme
There were too many random themes fit into one level. Too many themes in one level that did not play any role. 
Follow description requirements
Difficulty must be easy enough for new players to understand core mechanics. No boss encounters required.
Too much variation for a tutorial level 
There is too many challenging aspects. For example, very small window timings to make jumps at start of level and timing to slide through hazardous obstacles.
Second half of map is too difficult to be considered a tutorial level
Too many enemies in between checkpoints with little health kits to be found. Not enough room to kill tough enemies.
Some players got lost 
Too many alternate pathways/confusing map transitions lead to dead ends.

Awkward pillar stage
Tight areas with little to no room to make jumps.
Possible Improvements
Variety in enemies
Specific levels for specific enemies. More interesting levels to match the level of difficulty per enemy.
More options to enter new maps 
For example, enemies blocking pathways
More precaution before hazardous areas
Vertical level
Falling level


SimpleDnDMapv3 feedback (Alien Prison 
Break themed)
02/25/20
In our third DnD board, we are to make a game themed around Post-apocalyptic Alien Invasion and our map layout to be Prison break styled. When it comes to the topic of prison break, I think of the map layout to be a prison cell surrounded with waves of enemies. The goal of the prisoners is to escape intergalactic prison station. To do this, I designed the map to start off with the prison station broken off into space from an uncalled for explosion. The detached prison station (left) is still afloat nearby the main station (right). The area around the scene is surrounded by chunks of asteroids, and debree from the explosion, as well as a large barrier around the area, making the escape not as easy.

How the Game plays out
In the process of escaping the prison station, the prisoners must grab their spacesuits and float to nearby asteroid chunks/debree. Prisoners must then navigate their way around many enemies along their path. There is a main route with an alternate route, where players must be cautious of which path they decide. By following the main route, prisoners enter inside the blown out back portion of the main station. At this halfway point, the prisoners are to make their way around the energy generator fueling the main station. Towards the end of the station, the huge broken doors lead into a boss area. Once the prisoners are able to defeat the intimidating boss, they must jump off and run to the teleporter in their only escape.    

Play testing
Unfortunately, I was unable to attend the day of play testing for the Alien Prison Break themed DnD board. However, I was able to get my roommate to play test my DnD board. Luckily he has played DnD boards before, so explaining the specific rules to him was not as difficult and easy on me. After the play test my roommate stumbled upon some problems in the process. The main problem was thhe usage of time as the total play time for this board was 45 minutes. First off, killing off enemies one by the most time consuming overall. We took a while eliminating and calculating each enemy we faced. Another problem was I didn't make use of the new items introduced from the new theme. Naming the collectibles was confusing as there is no indicator what they are and what they do. 
In the end my roommate provided me with some useful feedback. He noted that there may be a little too many enemies and can be too time consuming for others. He also noted out that the alternate pathway might not be as necessary. My roommate suggested I make small alternate pathways that connect back with the main route from time to time. Lastly to make borders around details, for less confusion if they're an item or not.




SimpleDnDMapv2 (Updated)
02/17/20
SimpleDnDMap Version 1 (Recap): 
Tasks to be completed?
There are many improvements to be made from the first version of my DnD map. 
The first task is to fill in, or close off many empty spaces in the map. This has caused confusion from players who are the explorer types and think there is something hidden in the empty tiles. 
Another task is to add more overall content. This can be implemented to make the map feel more alive with things to do; to encourage more strategic encounters. Content such as roll a dice to open a door loud or soft, traps, keys from treasure chests, or more enemy variety to make players consider their approaches. 
The last task is to make sure players are able to complete the game within the time limit (20 minutes). Since I plan to also add some sort of fog of war mechanic in the middle of the game, I would have to make sure it balances out with the map layout and works.
What Went Right
Players were able to successfully complete Version 2 within 20 minutes 
After observing and play testing with Jordy and Neegus on SimpleDnDMap version 2, they were able to escape the maze within the 20 minute time frame. The flow of the game was definitely ran smoothly compared to Version 1's play test. In Version 2's play test, I was able to communicate and narrate each action with very minimal problems. 

Additional add on contents 
In Version 2, I was able to implement a small teleporter mechanic (both for the benefit of players and doubt), and a door mechanic. The teleporter mechanic for the bonus room (left most square into little) was added on successfully. When players choose to land on the question mark, they teleport into a small room that spawns 2 small minions and a treasure chest (Sword: bonus stats). For door mechanic, players were to roll numbers 1-6 (1-3 for quiet, 4-6 for a loud open). If players roll quietly, nothing would happen, but a loud open would spawn enemies. 
 
                               

What Went Wrong
Players did not seem to notice alternate pathway
Throughout the play through of Version two, as players continued to progress using the main route, they did not consider using the lower portion of the map. From Version 1, the main route to the exit was obvious. To counter this in the newer version, I decided to block the main path with a massive door, creating a form of conflict. Though the huge door mechanic did not work as expected. I made it that players who would want to open the door to roll 5-6. When both players were slowly approaching, they quickly attempted to open the door by repeatedly rolling the dice. They got through with no sweat. This is a problem that needs to be discussed in the future.

Enemy teleporter mechanic was not implemented very well
This mechanic was meant to build conflict and force players to avoid opening the big door. The way I wanted to implement this was to spawn 1-2 monsters every turn for a least 5 turns when players approached the big door. Afterwards the enemy portal would disappear. This was poorly implemented during the play test since I decided to make enemies spawn in the teleport every turn continuously to no end. But in the end this mechanic was deemed useless as players moved almost twice the amount as enemies per turn along with closing the door. Future improvements need to be made to avoid these problematic mechanics.


Future Improvements
There are definitely improvements to be made upon the second play test feedback.
Big door mechanic
Add the probability of when players fail to roll 5-6 or just 6, they are punished and are forced to take the alternate route.
More exploration value
Greater rewards for the explorer type player. Small additions to the map such as a rewarding mini boss fight or collectibles to unlock secret bonus areas can be added on to enhance player amusement.
Keys drops from monsters and/or from chests that are meaningful
Trap mechanic
Make players think twice upon entering a mysterious room. Get the benefit of the doubt from surprise attacks
Either stick with enemy set spawns or fog of war
This was problematic as I didn't know if I should focus the game on either. The updated version I will stick with set enemy spawns to avoid future complications
Small add ons to boss room
When players entered upon the boss room it seemed a bit bland nothing else was happening beside fighting the boss. Add ons to keep the room alive such as broken ceiling debree to force players to move around more often or additional enemies are possibilities.


SimpleDnDMapv1
02/06/20
What is DnD?
Dungeons and Dragons (DnD) is a story telling, role-playing board game where the person who created the game (game master) uses their imagination and decides what turn of events happen within the flow of the game. 
                                          
               
What went right
There were some things I got right for the DnD assignment. One was the preparation. This was a smooth process since the rules of the game were pretty simplified. I was able to draw out the boundaries of the layout (black) without making it seem too narrow and easy. I made my map more maze-like with alternate pathways to get to the destination. 

During the play-testing session, my play testers were Jonathon and Matthew. Although we were only able to get halfway through my board due to time constraints and  still learning the process of being a game master (my first time playing a DnD game), I was handed back some useful feedback. The positive feedback was that players enjoyed the map layout overall. They both liked the idea that after each room exited, players were forced into one tile corridors to enter a new room, allowing for force of conflict. Another plus side was the location of each collectible resource and enemies that are reasonably spread out around the map with easy color indicators.

What went wrong
After drawing out the map layout, I forgot to reconsider the big empty spaces scattered around the map. I was given feedback that this was dead space overall and can be confusing from roaming around the map. This was first experienced when one player decided to explore the outermost side of the map layout, but ended up confused and wasted time figuring out where to go.

Another issue was my lack of fundamentals as a game master. Since it was my first time, it took awhile for me to understand the core mechanics in the game. I did not consider enemy status or their compatibility in general, therefore leaving long pauses in game to understand what my role played as game master/narrator.

I also didn't consider other roles to be a factor in the game, such as warrior, magician, and other game mechanics such as jumping or floating. The jumping mechanic didn't seem clear in the rule sheet so players were unsure whether or not they should perform a jump. If players knew about the floating or jumping mechanic, this layout would probably be exploitable since I was not aware of the two skills.

Lastly, visibility of the whole map and balance in enemy health/moves. Since players seen through the whole map layout on where everything is, it made it more obvious for easier navigation on what easier route to take. Ultimately, this makes the maze aspect of the game invalid, as players already see the most optimal path to take and not consider other routes.

What to improve on 

The first play test session I experienced was interesting learning more about a new game and was definitely a learning process for map improvements. There is a plethora of changes noted for improvement, especially my narrating skills on how the map is played out. I believe through the first group play test, I gained a grasp of core fundamental to make the narrating process a lot smoother the next DnD playtest. To further understand DnD, I must ask more questions along with more research.

To list out on improvements to be made on my refined map, which is to close off empty space, more content overall, such as keys for treasure chests, traps, door mechanics, fog of war, more enemy variety, and more map consideration to balance game roles. All listed are necessary for greater satisfaction for future DnD play testing.

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