During the competence project I made several level using Game Globe (Gameglobe has been closed since these levels were made). Below I will present each level and link to a video of the level. My considerations for each level will be explained. Most of the levels are made according to a genre or theme.
Platforming
The first genre was platforming levels. Two levels were made a short one done in 30 minutes and a longer one made in 2 hours. A focus point I had when making the levels was to create a rhythm or sequence in the jumps, and then once in a while breaking the sequence to keep the player vigilant.
Simple Platformer
Simple Platformer play-through
The level was made in 30minutes.
The idea was to create a rhythm in the jumps and then breaking it. (Sadly the player in this play-through used double jump for all jumps making it more difficult to notice the rhythm.)
At 0:03 (and the picture above) you can see that the jump is longer than the others, it was meant to break the rhythm by forcing a double jump. The following jumps were also meant to be double jumps
Lights are sat to guide the player to understand that up is the way forward.
Longer Platformer
The level was made in 2 hours. Focus was on trying to create some rhythm in the jumps, which could then be broken to keep the player vigilant.
At 0:07 the player has an overview of the next couple of jumps ahead. It does not however show the player that the last 3 jumps are longer than the first 3 jumps. This forces the player to use double jumps on the last jumps.
0:25 The player enters a very cramped area, which if more time had been would have needed some polish.
0:35 an enemy is encountered, just to spice up the platforming
0:50 the prop to climb on is difficult to see, because the wall has a similar colour. So while the torch helps to guide, some extra polish could have included reconsidering the wall colour.
1:00 A small sign to inform the player of the dangerous water.
1:06 these platforms include different dangers which force the player to stop and wait for the timing to fit.
Combat
The next couple of levels focused on combat. Once again one level was made in about 30 minutes and the other in a couple of hours. Gameglobe already had a combat system and different enemy types. So the main focus was on creating interesting combat experiences using the different enemies and increasing or decreasing the difficulty by changing the amount of health and weapon items.
Another factor was the environment. Generally I made sure to create arena like areas when there were lots of enemies and only have a few enemies when in hallways or cramped areas.
Simple Combat
Simple combat level play-through
My first combat level made in GameGlobe. Done in about 30minutes The level has three encounters with enemies. The first have one enemy, the next 2 enemies and a final one with lots of enemies.
0:01 First enemy met.
0:17 The two next enemies encountered.
0:28 Player picks up a ‘secret’ weapon: snowballs
0:31 Door opens to the final encounter with enemies. The door helped to make sure to seperate the encounters of enemies.
1:00 there is loot to reward the player
More Combat
Level done in about 2 hours. The level is in a prison like environment.
0:04 Player finds a weapon.
0:08 A door separates the player from the first enemy, the door is opened by a lever.
0:24 The cells can be opened by a lever, it is not necessary but the player can find more weapons in the cells. (In the play-through the player opens the cells)
0:58 Some of the cells have civilians who doesn’t attack the player
1:02 The lever which opens the door to the final combat arena. A checkpoint is just inside, in case the player dies.
1:36 The arena has two doors where enemies spawn from, until the player has won the level.
Puzzles
The next genre was puzzle levels. Here only one level was made. As I first spent 30 minutes on a level and then expanded the same level later for a few hours. I made part of the level in the first 30 minutes and then expanded the level by adding extra puzzle rooms before and after the original puzzle.
Puzzle level
0:01 the first room just has a button and a door, this is to make it clear that buttons open door or the like. At 0:15 the player opens the door by stepping on the button.
0:19 the door forward is clearly visible and there is again a button on the floor. 0:23 the button triggers a cutscene which shows that it opens the cage with a key. And there is a keyhole next to the door. As the player steps off the button the cage closes. So the player must search the room for a solution.
1:00 the player finds a lever which opens the other cage, which contains an anvil. The player can place the anvil on the button and puzzle solved. (this was the original puzzle made in 30 minutes, it has only been polished a bit to guide the player)
1:55 A cutscene plays as the player enters the next room. The cutscene pans past what is in the cages, still a key and an anvil.
This room contains water which is dangerous to touch, so the player has to do some platforming while solving the puzzle.
2:06 the player looks around the room and it is possible to see another cage, a ladder and a nook that is also blocked by a cage. 2:18 a lever is found, which opens to the anvil. 2:43 the button near the anvil opens the caged nook
2:57 the lever doesn’t clearly do anything, except turning on a light in the cage with the key. 3:24 other lever is found and the cage opens and another lamp turns on in the cage. Just time to get the key and puzzle solved.
The idea was for the player to understand that because there was two lamps, there was two levers to pull, but since it had not been clear enough for the player in the earlier puzzle to notice lamps are connected to levers, it can be difficult for the player to get this connection. Which is something with I would have polished if possible.
Research
The another theme revolved around doing research from the real world and using that to inspire a level. I researched old sewer and drain systems. (udvid tekst)
Sewers
0:04 Sign informs the player to go under the mountain. The player enters a sewer like system.
0:23 something is moving off in a tunnel to the side. The player goes on to explore other side tunnels. 0:56 finds a wallbutton to push. 1:08 can see that it opened a gate in the main tunnel. 1:28 player misses a jump and has to swim a bit back to try again.
1:47 A ladder out of the tunnel.
Camera angles
This level was made as part of an exercise to try and work with different camera angles.
0:01 starts with a fixed sidescroller like camera.
0:39 trying a top down camera angle.
Polishing
The next theme I worked with was polishing. Here I took the first level I had made and polished that. A large part of the polishing was adding guidance to make it clearer for the player where to go. The level also got a lot more decorating to make the environment feel more polished. The original level also had two paths and the main idea was the same.
Pirate Arena
0:01 there are two paths forward, one is more lit than the other. The idea here was that this is the main path, but the other one is also possible to use. 0:05 the player looks around and can see the goal (the large structure in the back).
0:12 a couple of torches are on a wall. Below the torches is a weapon.
0:20 the first enemy is met. 0:22 can see several more enemies further along the path.
0:49 a door that spawns enemies is seen. 1:25 the player dies and is respawned at a checkpoint. 1:50 the player goes towards the mountain instead of fighting the enemies the door spawns.
2:00 replay of the level, using the other path. This path have less enemies and a bit more jumping on platforms.
Final Level
The last level I made in GameGlobe was made over two days. This had no predetermined theme or genre. Instead I choose it myself. I choose to do a puzzle platformer so I could focus on guidance for that type of level. The level also got some back story, which is only told via the environment. The level takes part in an ancient temple, where colonials are also. But the further into the tunnel the less of a colonial presence is seen.
Temple of Light
The level starts outside in a valley between mountains.
0:09 A door in the mountain is visible. And enemies near it.
0:49 enters the door. Inside is a small room, with a simple puzzle and one single enemy. The puzzle simply involves pulling a lever and getting the key to the door forward.
1:17 enters the next area. The area consists of some platform jumping.
1:40 a hint is given that some walls can be broken. Two walls look to be slightly cracked, one can be broken without a weapon and one with. 2:12 a lever is found which opens a gate.
2:35 Another area which platforming, these are timed. 2:59 new puzzle area, need to find the key to the door. This puzzle is simple and shows the player how the light beam puzzle works.
3:36 Larger area with platforming and a few levers.
4:32 Hint for the next puzzle: “Three fires need to be lit for the faithful to see the light”
4:47 camera angle is fixed for the player to be able to see the dangers, the angle does make it slightly difficult to judge if the floor spikes are up or not. 4:54 first fire lit.
5:13 sees a wall that can be broken. Again a fixed camera in the chamber. 5:24 second fire lit.
5:53 player finds the lever that lights the final fire. A lightbeam puzzle starts. Camera angles to help the player position the mirrors to guide the beam. Because of some roots from the cealing it is slightly difficult to see the next mirror.
6:20 player starts to position the second mirror. 6:26 completes the puzzle and can get the key to the door. 6:47 another note, this one is mostly there to support the story and give remind the player of the need to lit the fires.
6:54 the final room, where an enemy awaits. 7:04 The player dies on the first try to defeat the enemy. 7:12 The final goal for the level is given.
Final remarks
Doing these levels was inspiring and I am sad that gameglobe has shut down. Doing levels where one focused on specific things was rewarding and each level taught me a lot about the different types of levels and of which elements I prefer to focus on. I take pride in making the gameplay work and polishing that, the environment comes as a later priority when there is time for that type of polishing. However environment items that guide the player and the gameplay are also very important, as it can help the player understand where to go and what to do.
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