Background
For our last few projects, we created levels in Unity. We used Game Kit Lite, which is an asset pack with pre-assembled prefabs and characters, serving as a good starting point to create games easily. However, as we were using Unity, a full-blown game engine, we had a lot more freedom and flexibility compared to previous projects.
First Iteration
As with the previous projects, our goal was to build a tutorial level that teaches players the mechanics of the game. To fit this goal, I initially designed with two parts. The first part contained no enemies but some simple platforming for players to get used to.
The player spawns in a secluded room safe from danger. They soon get acquainted with the controls of movement as they explore. Then they get familiar with jumping as they jump the stairs to get to the next section
After they climb the stairs, they come across a door. Approaching the door hints to the player that they need to find a switch first before they can progress through the level, so the player continues forward to find a switch.
As the player makes their way to the next room, they see a pit with blocks that they must jump on to get to the next area. Just basic platforming to get familiar with.
Once they make their way to the next section, they find some breakable blocks to encourage the player to try out their weapon. Breaking the blocks reveals the switch that unlocks the door.
Finally, once the player has unlocked the door, they need to go back to the pit to exit. However, the pit is higher than the last section, so the player needs to higher platforms to make it back. It encourages the player to get familiar with more precise platforming, jumping to multiple small platforms.
Once the door opens, the player is exposed to the rest of the level. Starting off with one initial chomper enemy that the player can tackle without being overwhelmed. They aren’t very strong, only running up to player and trying to bite them when near. There are a couple colonies the player can fight as well.
The player also notices a pathway blocked by a door, meaning another switch to search for. As seen from afar, the switch is placed on a tall platform positioned on an acid lake. To get there, the player must jump up a series of platforms, being careful not to fall in the acid.
At the top of the platform with the switch, the player is introduced to some spitter enemies, which spit acid at players from afar. Spitters also aren’t very hard as they take a while to spit at the player, and the spit takes a while to hit the player.
The switch opens the door that the player previously saw, but there wasn’t anything passed that door at the time.
Level revision
Based on feedback received from play-testers, the layout of the level was pretty okay. Most play-testers suggested increasing the difficulty as the level was a little too easy and boring. But it does do a good job of passively getting players used to the controls and mechanics. After play-testing the other player’s levels, I drew inspiration from a few interesting tricks other classmates created. We also learned some other areas that we can customize that weren’t immediately apparent.
First, enemies can specify how much health they have. This allows us to strengthen the enemies to make the game slightly more difficult. I also saw how players were using moving platforms in unique and unorthodox ways, and I played around to see what is possible and what I can use.
For the revision, the first sections of the level (before the first door) had no changes as there were no complaints about it. However, after the door, all chomper enemies have been bumped to 3 hit points.
Enemies were also placed in larger, more dense groups. This was balanced off by placing some health regeneration blocks in some specific places where enemies are denser. This makes it so that the level isn’t too difficult as players can replenish health, but not too easy as players still need to fight to replenish health.
On top of where the switches were, the spitter enemies were moved towards the edge, and their range is increased, so they spit at players as they try to complete this platforming section.
On top of the platform with the switch, I’ve added chompers into the mix, with some more spitters in the far corners. The chompers now have more health, so they require more involvement from the player. This defends the spitters in the corners, which spit at the player as they’re distracted by the chompers.
The area after the door has been expanded a bit. Players come across an L-shaped bend with a spitter off to the side. When players kill the spitter, it triggers a platform to rise up from the acid.
Each platform contains a pressure plate that, when pressed, brings up the next platform. There is also another spitter placed just out of reach from the player, just to keep their heads on swivel as they wait for the next platform.
This all leads to one final platform with some enemies on it. Once the player kills these enemies, a textbox appears, saying that the level is complete.
Conclusion
In the design of my level, I wanted to create a layout that felt like it could possibly be part of a 3D platforming game like Spyro, Ratchet & Clank, or A Hat in Time. Based on feedback, it felt vary natural and was well received. The revision improved the difficulty in a balanced way and fixed previous issues.
There is still room for some more improvements. The theme is a bit lacking as there are no materials. But certain structures could enhance the setting of a jungle ruin better.
For the boss fight, I want to make it so that the player needs to jump on pressure plates to injure the boss. But to make these pressure plates appear, the player needs to fight standard enemies first.