Blog 6:map design

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 different. In this passage, players will encounter monsters in the open terrain. Make reasonable use of skill resources and maintain a steady pace to advance. Only after defeating all the enemies can the right exit be unlocked.

Core design concept

1. Partial visibility + guiding signals: Through the information prompts designed in the green area, players can still make "informed choices" even under partially unknown conditions.

2. Balancing the equivalence of challenges: Although the challenge types of the two paths are different, the time cost and risk have been balanced equally, ensuring that there is no "optimal route" but rather different gameplay route choices.

The visual effect after adding asset


                                                                                   over view


                                                                              guiding signals

trap room

 


To enhance the diversity and strategic nature of the levels, I have designed three paths in this room to guide players in making choices to clear the levels.

Route division description

After entering from the entrance at the lower left corner of the room, players will face three potential passable routes:

Route 1: The topmost path (Misleading path/Pseudo-exit)

This path is designed as a misguided route. When constructing the room, it is deliberately placed in the most prominent upper area, and the misleading sign at the end of the route is hidden within the player's initial viewing range. Only when players are approaching the finish line will they find that the route is a dead end, thus being forced to retreat, wasting time and increasing psychological pressure.

Route 2: Intermediate Path (Main Route recommended)

This route is the standard main passage, but to pass through, players need to complete multiple platform jumping operations. The platform types include the ordinary stable platform (which can stand for a long time and is suitable for rhythm adjustment) and the unstable platform (where players can only stay for about 2-3 seconds before the platform collapses). This design enables players to plan rhythmically during the jumping process and arrange the stopover points reasonably.

Route 3: The bottom straight path (Extreme speed route/completely unstable platform)

This route is simple in structure and straightforward in direction, but all the platforms are unstable ones, with no stable points to adjust the pace. Once taking off, players must complete a series of precise jumps at high speed in succession without any pause in the middle, and the tolerance rate is extremely low. However, if successfully passed through, this route will be the fastest path to clear the entire game, providing expert players with an opportunity to challenge their limits.

Core design intention

Interference mechanism: By hiding error identifiers, players are guided to make potentially wrong choices based on their "first impressions".

Paths with different rhythms: The differences between the two correct routes are reflected in the platform type and fault-tolerant rhythm, encouraging players to take on high-difficulty gameplay.

The visual effect after adding asse

                                                                    hiding error identifiers


Shop luck room

After entering this room, players purchase items based on the currency they receive. When they leave the room, they will be judged by rolling the dice. My design idea for this room was a simple and concise transitional room. However, unfortunately, our program eventually cancelled the entire room design due to the pressure.

The visual effect after adding asset







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