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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