Blog5:Redo the map design
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
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 room1
Overall layout description of the room
There are a total of three routes in the
room. Two of the common routes are to reach the red area by jumping over the
traps, defeat the monsters generated in this area and then choose the door to
go to. Another hidden route requires players to have superb jumping skills.
This route won't encounter monsters, but the jumping difficulty is relatively
high and it also takes the least time. Complication
In the design of this room, through three
distinct clearance routes, it provides players with space for free exploration
and strategic decision-making, while also enhancing their ability to make
trade-offs among "time - difficulty - risk".
Overview of the route structure
There are three main paths in the room,
which are specifically divided as follows:
1. Normal Route A/B (Battle + Jump Route)
2. Hide the difficult Route C (High-skill
Jumping Route)
Route A/B (Basic Route - Red Area Challenge
Path) :
Players jump along the path in the
direction to pass through the trap area set in the room and reach the red
danger area. After entering the red area, players will face multiple waves of
enemy generation. Only after successfully defeating all the enemies will the
surrounding exit doors be activated. These two paths are regarded as the
"standard clearance routes", with medium difficulty, stable
structure, and a complete combat rhythm, but the clearance time is relatively
long.
Route C (Hidden Route - High Difficulty
Jump Shortcut) :
This path is located in the edge terrain of
the room structure and is not conspicuous, but in the map design, there are
deliberately reserved special smiling face cookies for hints. This route has no
enemies blocking it, but it is full of the challenge of high-precision jumps
and has an extremely low tolerance for errors. Once successfully passed
through, this route will bypass the battle area and directly lead to the
platform where the exit door is located, greatly saving time. It is an ideal
choice for expert players to improve their efficiency in clearing the level.
Design concept and mechanism goals
The game of risk and reward: Although the
hidden route does not involve combat, its high-difficulty jump setting means an
extremely high cost of failure (falling into lava, forced restart), reflecting
the design of "high risk, high reward".
2. Encourage skilled players to explore: My
design is intended to guide experienced players to master the route through
practice and pursue higher efficiency, while not affecting the progress of new
players.
The visual effect after adding asset
At the same time, the multi-route design
method has been established and will be continuously updated in my subsequent
map designs.






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