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Map design level 1
The document is mainly focused on the assets added to the game by Team 2, and it will show the aspiration and design process on the textures and map design in level 1.
The concept of this background was designed by Group 5, and it is incorporated with Windows 98. In order to consider the integrity of the game interface, we also considered the relevant colors of the background board when designing textures. The figure below is some inspiration for this concept.
There are two key design considerations when we are designing in level 1, including the color style and game difficulty. When we choose the color style, we hope to give users a good visual experience in the game interface. For the difficulty of the game, because it is the first level, we do not want to cause a lot of confusion to users but hope that users can easily pass level 1.
When we design for the textures, it is important to consider the platform design and background color in this level interface. Maps and obstacles play a very important role in escape games. In the process of designing these obstacles, we hope to better fit the theme of the game and give players a unique visual enjoyment. In the choice of platform color, we chose a brighter color, so as not to make game players too depressed. In the design of obstacles, we chose to design doors, buttons, bridges, and jump pads. Therefore, players can feel the difficulty of the game and stimulate their enthusiasm for the game by interacting with obstacles. Besides, in order to enhance the connection between levels, we also designed the end portal at the end of the level. When designing this end portal, we combined the concept of an Ethernet jack to make it look more electronic. These graphic designs are created using Adobe Illustrator, then exported to a separate .png file.
All textures as seen in Adobe Illustrator
With the infomation from the user testing (https://github.com/UQdeco2800/2021-studio-4/wiki/Map-Design-User-Testing), team 5 decided to keep the same sort of layout of the textures but change the colours to align more with level 1. See the user testing plan to understand how the data was collected (https://github.com/UQdeco2800/2021-studio-4/wiki/Team-5-Testing-Plan-Sprint-3). We did this because the participants didn't dislike the draft 1 textures but also thought that they should align more with the level 1 theme. The team also tried to still have the textures "stand out" so that the game is easy to play through darkening the colours from level 1s background. The following was created:
While still keeping the same layout as draft 1, these designs are more unique to level 1, creating the feeling of a more completed and connected level that has an obvious theme. In the basic textures (first image), there are 6 forms of "flooring" that can be used in the game. Furthermore, the second image gives an idea of the interactables. There are two images for the jumping pad and two forms of buttons.
Testing Plans
Team 1
Team 2
Team 3
Team 4
Team 5
Team 1
Team 2
Team 3
Team 4
Team 5
User Testing
Sprint 1 - Game Audio
Sprint 1 - Character Design
Sprint 1 - Menu Assets
Sprint 1 - Map Design
Sprint 1 - Void
Sprint 2 - Game Audio
Sprint 2 - Character Design
Sprint 2 - Menu Assets
Sprint 2 - Interactable Design Animation
Sprint 2 - Levels 1 & 4, and Level Editor
Sprint 2 - Proposed Level 2 & 3 Designs
Sprint 2 - Current Game State
Sprint 3 - Menu Assets
Sprint 3 - Map Design
Sprint 3 - Score Display
Sprint 3 - Player Death and Spawn Animations
Sprint 3 - Pick Ups and Pause Screen
Sprint 4 - Gameplay
Sprint 4 - Game UI and Animation
Sprint 4 - Level Background and Music
Sprint 4 - Game User Testing
Sprint 4 - Final Game State Testing
Entities and Components
Status Components
Event System
Player Animations Implementation
Development Resources
Entities and Components
Level Editor (Saving and Loading
Multiple Levels)