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Showing posts from March, 2025

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...