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 identifiersShop 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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