Blog 7: map design
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 move
and dodge enemy attacks in this area. It is suitable as the main battlefield
for active offence and tactical movement. The connection of the bridge enables
players to quickly transfer to the safe area.
2. Sticky Cream Terrain
The cream area is set as a secondary area.
Once the player steps into this area, the movement speed will significantly
decrease, and the operation feedback will become sluggish. However, to prevent
this area from becoming a purely punitive terrain, I have set up several
"safe platforms" within the cream terrain. These platforms can serve
as temporary landing points and jump transfer nodes, providing players with
space to rest.
Cover design
As a combat room, the coordination between
the enemy and the terrain determines the rhythm of the battle. On this basis, I
have configured multiple sets of cover: Cover can be used by players to briefly
dodge, restore status or avoid long-range project-based attacks. The design of
the cover height and the shielding perspective takes into account the types of
enemies: for melee monsters, it can block the attack. For remote units, the
projection attack can be interrupted.
Design significance
1. Enhanced strategic freedom: The design
that combines terrain and cover not only makes battles more diverse but also
provides players with space.
2. Immersion: The material selection of
hard candies and cream not only conforms to the dessert theme of the game but
also clearly distinguishes their functions, allowing players to have a clear
understanding of environmental feedback.
The visual effect after adding the asset
maze room
Overview of Room Structure and Path Design
The entire room is divided into four
sections, each of which contains an independent maze system and a route leading
to the central room. In the figure, four paths are marked in red, green, yellow
and blue, corresponding respectively to the starting areas that players may be
assigned to.
When players enter the Maze Room for the
first time, they will be randomly teleported by the system to any one of the
four paths.
Each route is equipped with channels,
obstacles and directional misleading elements of different complexities.
Players need to rely on their own memory and observation to complete the
correct route judgment. All paths end at the sole exit point marked by the
central five-pointed star, leading to the entrance to the Boss room.
Visual guidance design: Small grey
obstacles
In each path, I have designed several grey
connection points. These points are not passageways but lower obstacles.
Players can observe the situation of other paths or whether they lead to the
central exit through these observation points, thereby obtaining directional clues.
Rebirth and game loop design
Maze Room has a total of four independent
routes. Each time after the death of the Boss Room, it will be assigned to one
of the unused routes, which means that players have up to three "rebirth
opportunities" after the death of the Boss Room. Each time they return to
the maze, the path environment is different, forcing players to rethink the
route.
The visual effect after adding the asset


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