Ambient Pressure: Level 4 Map

Closing in on the beta deadline, I’ve mostly been working with finishing all the different maps we want to implement in the game. This week it was level 4, which turned into this:

level4

It might turn into level 3, though, says our level designer.

So, this is the second map I have made and after finishing this one I realized one thing; all the maps will look very similar to each other. It is a positive thing for me, since I could use a lot of already finished material from the first map that was created, which in turn saved a huge amount of time. The problem, though, is that it could become boring very quickly for the player to finish a map and then continue to a very similar map. That was when I had the idea of ”corrupting” the maps. My idea was to change the look of the map, as the game moves along and become harder. Each level will be continually harder than the previous and I thought we could use this to our advantage considering the design of each level. The easy leap to make from metal underwater is of course rust. So, that is what I tried out. I started doing some research of what rust actually looks like and tried to make something similar, but still according to our style. I also looked up some rust textures (completely free for use of course) and used them to enhance the effect. I showed it to the rest of the group and they also thought it would be a cool thing to do, to add some difference between each map.

The idea is that this level is where we introduce the rust, the next will have parts of rust along the whole map and it will continually grow in the spread along with each map. Eventually, the whole map will be completely made out of rust. Since I am not fully aware of how many maps we will have in the final version, I am not completely sure about how the rust will be placed on each map. I currently have 6 maps to draw, 3 of them already finished, and it will probably be a few more after that.

A problem I had this week was that we got the feedback that the map and diver did not completely match. Mainly because of the line thickness. Unfortunately this is because I was originally provided with a map of the wrong size, and drew the whole thing thinking that the diver would be considerably bigger than it actually turned out to be. I was told that it would not be worth it to redraw it, but it still bugged me when I saw it, so I knew I had to do something at least. Which means, I actually redrew all the lines for this map along with the other two that are also completed. I also shrinked most of the vegetation, to match the diver better in size. It took a lot of extra time that I had not planned for this week, but in my opinion it was worth it. It is not perfect, but it is an improvement.

En reaktion på ”Ambient Pressure: Level 4 Map

  1. Hello!

    When I played your game I never thought about the repetetiveness that would be created if you’d gone with the textures throughout each and every level, but now that you mention it I can see how the game could become somewhat bopring, At least visually.

    I think it’s great how you’ve gotten around this by adding the corruption. Not only does it look intimidating, but it fits really well with the whole sunken ship wreck design you’ve got. Putting it at the exit of the level is a great way of showing that the levels are about to change. The main question though is if the corruption will represent the level design well (couldn’t remember the correct word to use). The way it looks now it goes from a very mysterious, yet calm or should I even say, happy, environment. The light blue color with the highlights, the vegetation and the lights make it look very peaceful. If you then go away from that and everything starts to look corrupted in the next level, then the gameplay and level design really need to go hand in hand. It would be very jarring to all of a sudden to into a scary, dark environment and all that’s really changed in the level is that there’s another couple of angry fish.

    The way I see it, it looks like the next level will take a turn for the worse, and things won’t be so straightforward and easy any more. The design of the level chould be a bit more challenging for the player. I think you should be careful with how corrupted you make it look, and add things in moderation as each level progresses. So you don’t trick the player into thinking that it way more dangerous than it actually is.

    For example, the ladders. They’re fantastic to show which way the player needs to progress, but once you add the corruption and the levels get harder, maybe you should make those ladders a bit more decieving. Maybe they lead to the wrong place, or the rust has caused them to break apart and they no longer show the way you need to progress.

    But you’ve probably already thought of that!

    Great work so far! Looking forward to seeing and playing the final product!

    //Holm

    Gilla

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