Game Production Diary 4

This was the last week before our beta demonstration. We finally got together all our assets into one large pile to get them into a comprehensive experience. I finally got some time with everything we have. And the construction of the level turned out to be an interesting thing to do (I never doubted that it will be).

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I had only a general idea of how to structure our level. The task we have allows us to create games with only the first level. In other words, you get to play a level and see that there is more to come but here is where the game production ends. Our game, however, is a whole game in one level. So, we need to try and create an experience that feels complete. The progression curve of the challenge must feel natural. And so I set out to try and deliver this curve. I choose a simple method; add more monsters as the player reaches closer the end boss. One might think that this approach is fool-proof. But, later I realized that just filling the level blindly with mods has a flaw. I had no track of the time it takes to reach the boss. And furthermore, I want to be able to finish the level and the boss in the time given for beta presentation. And just like that, I ended up taking time of my own level run, trying to figure out how much intensity in mobs should there be. In the end, I settled on the time for a perfect game run to take around 3-4 minutes. This leaves a good margin for a run that is relaxed, given that the player knows the structure of the said level. This whole ordeal made me want to research a bit on how to measure the time resources from the designer perspective. Can a good game fit into a time that is under 5 minutes? How long is an average shoot ’em up level?

One thought on “Game Production Diary 4

  1. Hi Gleb!
    I like your blog ! it clearly shows me how you are thinking when you do design decisions and the blog clearly describes the reasoning behind your decisions. I certainly find it interesting how you argue for your design because you take your experience into consideration when doing level design. I really like how you are working with the one level design you are doing, it shows that you are not afraid to tests new and different ideas. I’m a bit confused about the boss though, mostly because I know that implementing a boss takes a lot of time and resources and since we’re nearing the end of the project adding something knew might not be the best idea. But if you feel confident that your group can manage then who am I to judge.
    All in all, I think you have a good process and what seems to be a fun and interesting game.
    Best Regards Philip Hagberg Enea

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