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Blog 8 final map and sounds

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 map update Boss room This room serves as the final Boss battle stage for this stage of the level. I designed it around the theme of "high-pressure field control + dynamic guidance output", combining the visual style of desserts with a multi-layer terrain tactical system to create a Boss battle space that is both dangerous and oppressive and encourages active thinking. Chocolate Lava Zone The central area is presented in the form of chocolate magma material, which has a distinct danger warning effect. This area poses a threat to players. Once mistakenly entered, you will die immediately 2. Outer Circular Security Zone (Hard Candy Arena) A safe area made of hard candy material is set up around the centre of the lava, which serves as the main activity space for players. 3. Cover setting and tactical shielding system There are several dessert-shaped cover structures distributed within the safe area. It can effectively interrupt the Boss's long-range skills or tra...

Blog 7: map design

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4.20 Following the previous design, this update features four new maps, namely the combat room and the maze room. Combat room For the design of this room, I first divided the terrain into two areas. One is the safe hard candy area, and the other is the cream area where the movement speed will slow down when stepped on. Players can find a safe platform as a foothold in the cream area, or they can find a bridge between the safe hard candy areas. In the design of this Combat Room, I have combined different terrains with tactical cover in order to enhance the complexity of the battle while providing players with a highly free space for monster-fighting choices Terrain division design The entire room is divided into two significantly different functional areas: Safe Hard Candy Zone This area is designed as the core zone for movement. The material has high hardness and strong friction, which does not affect the player's movement speed. During the battle, players can quickly...

Blog 6:map design

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Following the previous design, this update features new maps, namely trap and combat room 2 as well as trap room trap and combat room 2 andshop room Overall layout description of the room Players enter the room from the center at the bottom. At first glance, they will notice that the obstacles on both sides of the room are set up, blocking most of the forward view. This obstruction is part of the design. I deliberately set up two open areas (indicated by the green box) on both sides of the obstruction, allowing players to faintly catch a glimpse of the end points of the two routes on the left and right. Route A (left) : Fall into the trap challenge path After players choose the left route, they will encounter falling obstacles during the forward movement. They need to quickly identify and dodge them. This path does not contain enemy combat elements and emphasizes dodging skills and rhythm control. Route B (right) : Monster Battle Passage The route on the right is completely differe...

Blog5:Redo the map design

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 After the final presentation, we changed the style of our asset because we felt that a sweet and fantastical style should be created more. So we looked for a new style in the hope of achieving a cartoonish and cute atmosphere. Therefore, I found some reference pictures   Then, in order to conform to the visual style of our sweet pastry kingdom, I finally chose this set of assets to build our map design https://youtu.be/1uJaIf_Br_E Platformer 3 Chocolate - Low Poly 3D Models Pack | 3D 环境 | Unity Asset Store Meanwhile, I drew a rough planning diagram for our map Settings. Here, we updated the Settings of maze and boss room. When players reach the end of the maze room, they will enter the boss room. Then, players who die in the boss room will have a chance to be revived by re-entering the maze room and taking a new route back to the boss room   Based on the materials and the draft of the map design, I began the design work of the first map Trap and combat...

Blog4:map design

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  Through the summary and discussion with the designer, we came up with the final room plan. So I began to design my content based on the most important monster-fighting room and trap room First, the Chocolate Volcano Room (Combat Room). The design intention of this room is to create a high-pressure, highly strategic and environmentally dangerous combat experience, integrating the dual stimulation of vision and mechanics. The following is the specific description of the design of this room: Map structure and core conception This room has an irregular structure. The overall boundary is formed by rocky landforms, simulating a volcanic zone where deserts and chocolate lava blend, creating an atmosphere of fighting monsters in the high-temperature chocolate volcanic area of the desert. In the center of the room is a volcanic core platform, surrounded by some walkable ground and dangerous areas (magma zones). Lava Floor: Part of the floor in the room is made of lava material. Pl...

Blog3:new concept thinking

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 According to the feedback from the program, our current mechanism and gameplay were too simple, so they asked us to simplify our design. After discussing many times, yuxuan and I changed our gameplay. We rediscussed how to define our game. I put forward several ideas, but none of them were easy to implement. I thought that cooperative games could be divided into pvp and pve. I referred to two games for the Pvp mode  Dead by Daylight                                                                                   dentity The key words I extracted from these two games lie in asymmetric confrontation games. I was thinking if the battle between the children in the dessert house and the witch could also be designed like this, so I designed a new version of the idea. 2 to 4 p...

Blog2:Map design concept

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Map update Based on the simple map drawing from last week, I began to look for suitable materials to make the map according to the elements we needed. First of all, the key words I extracted were chocolate magma and magma. So I wanted to find a material that could restore the magma map. Cube World - Proto Series | 3D 环境 | Unity Asset Store I tried to set up a small environment with this version, but found that the block system was hard to achieve the effect I wanted, and the time cost of manual addition was too high. I felt it was not suitable, so I changed to another version. In the new version, I just used the materials of low poly and found the elements that are more appropriate for magma. I think this material can meet both the part of magma and the appearance of chocolate, so I began the subsequent map construction                      Ultimate Low Poly Nature Pack | 3D 风景 | Unity Asset Store   My map design ...