Maps
map 1 -- start at the green triangle, end at the yellow star
map 2 -- start at the green triangle, end at the yellow star
Map 1 was derived from this shape "<". As our conclusion on monday, we'll try to come up with map layouts from simple shapes because we forsee 3 problems:
1. complicated maps may be too difficult to navigate leading to frustration.
2. when we tried a too angular map it branched out into many paths which players most prob will not venture into due to lack of rewards (as this is not a collect the highest score game, players are not motivated enough to explore the entire map. They'll be more interested in finding the way out of that level asap instead.)
3. if the map doesnt branch out it'll be a fixed path players travel along... possibility of losing the feeling of roaming around an underwater world.
-- we also have to make sure that the shape of the map is "playable" no matter which way the world is turned. Might cause too much frustration if the map causes the water level to be too low when it rotates to a certain point (eg. elongated shapes have very high water level when vertical but very low when horizontal. when water level decreases to quite a low level players might find it impossible to win the game. needs very well balance between the time given before water level gets too low and the players' skills.)
Map 2 was derived from a basic donut shape. However, we've changed 1 part of it to be filled with sharp edges. This is to offer 2 types of play within the same level -- take the longer but safer ('cos wider) path or try the dangerous but shortest path to the end point. Enemies will be planted along this narrow shortcut too. --> Enemies and power-ups will be placed at random on both maps... but we'll try to balance the number of power-ups in relation to the dist to travel and the no. of dangers in the game.
1 Comments:
the zig zag part of map 2 can make a bit wider? My squid kinda big... dunno he can squeeze into it or not...
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