My thoughts so far on the level design coursework.
- Part of the specification listed powers that the player must obtain throughout the level.
I think it’s very important to have the context in which these powers are obtained be such that the power’s utility can be immediately understood.
I think a good way to achieve this is by giving the player relative freedom throughout the level, but on obtaining a new power, restrict
the player’s options in such a way that they have to understand the power and how it works to get back to the level’s freedom. For example one of
the powers the player must obtain is a double jump and my current thoughts are to have this power unlocked at the bottom of a pit, from which the
player can’t get out using their standard jump, but would get out with a double jump.
- I should think about whether the powers should be obtained in a fixed sequence. In games like Metroid, for example, it isn’t possible to unlock certain
powers without using those you’ve already obtained.
- I should think about how the colours and lighting of the game draw the player in certain directions or towards certain objects.
- Part of the level specification is that the level is set on board a crashing spaceship and that the player should have two unsuccessful attempts
at escaping before their successful third attempt. These two elements make me think that it would be good to have a level which changes as the player
progresses through it, for example the player could cross a platform which collapses once they get across it.
- This page.
Level