Friday, 27 January 2017

Level Design for Computer Games - Playtesting/Current test issues.

Through the development process comes a lot of playtesting, and with this comes constraints.
Whilst I can test a large portion of the project thoroughly and any and every issue, there are certain aspects which I currently cannot test to the fullest, Gameplay being the main factor.

I will be looking to test the layout making sure everything fits into place mainly, making sure everything flows as smoothly as possible for additional pieces of gameplay to fit into, however as I am currently working on gameplay beside this, I will not be able to test the gameplay until the functionality has been implemented.

Things I will be looking to implement alongside the rest of the level design pipeline in the work running parallel are as follows.

1 - Boss battle (Currently in progress).
2 - Grunt enemies attacking in numbers/Being able to dispatch these enemies prior to the boss battle (Will be looked at once the Boss has been successfully fully implemented).
3 - Waypointing system to guide player through checkpoint-styled navigation to the boss battle (Possibly a simple beam into the sky giving the used a rough direction in which they need to go, as to not give them too much guidance thereby making progression too easy).

Other things that will be getting looked at soon in other parallel running work are cutscenes, which I will be able to functionally use to introduce the player upon entering the settlement courtyard, sound effects for throughout the level no matter how technically simple and proper lighting schemes.

I will be looking to get my peers to review my level and will be gaining whatever feedback I can prior to any deadlines so as I can summarise their feedback and build on it to potentially improve my level flow overall, this will be covered in my next post.

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