Thursday, October 6, 2016

Level design guidelines

Every level should follow the design principles detailed in the following entries:




Additionally, there are some more specific guidelines that must be followed too:
  • The level must tell a story
  • There must be at least 2 paths in each level:
    • Main Path: Easy, everyone should be able to complete it. 
    • Pro Path: An alternate, harder path that branches off from the main path.
  • Collectibles: Collectible considerations.
  • Extra challenges: All levels will have 2 extra challenges.
All these principles will be detailed in the following sections.


The level must tell a story

  • A level can have more than one crysis, but all of them must be centered around the same concept, thematically and mechanically. Having different elements take the focus during the crysis would dissolve the theme and make the whole level less memorable and focused.
  • The whole level must be built around the crysis. Once that´s defined (which includes defining the main mechanic of the level) the rest of the level and story can be shaped around it.
  • The rest of the level should be designed to establish the setting to be turned upside down by the crysis and to build up for the crysis.

The Main Path
  • This is the easier path.
  • This path must be beatable without running. Running will only be allowed when it´s the only action in the challenge: for example to outrun falling spikes or run over gaps on the floor). As it won´t be frequently used in the Main Path, we should have care to remind the player of this ability each time before requiring.
  • It will follow the Kishotenketsu template.
  • The Main Path must be beatable without needing to link more than 2 different inputs. For example: jump, change powerUp, jump is allowed, but jump, change powerUp, shoot is not. A link is defined as something that must be done during a single challenge.
  • Ideally, we should try to place checkpoints close to where the Pro Path branches off, this way when dying the player will easily be able to choose one path or another, eliminating the risk of a casual player getting stuck on the Pro Path.
  • Mandatory Secret Exits will always be located in the Main Path in places where they can also be accessed through the Pro Path.

The Pro path

  • This path is harder to complete.
  • The challenge progression will follow the Kishoutenketsu formula with some alterations, specially in the Ten section. Progression will be quicker.
  • A player completing it should be able to get 100% of the collectibles of the level in a single run.
  • It will intertwine again with the Main Path several times.
  • Checkpoints in the Pro Path should always allow an easy way back to the Main Path, to avoid casual players getting stuck. However, they will only be necessary for long stretches of the Pro Path, as usually we´ll have a checkpoint in the Main Path right before the paths branch out so they player will always be able to choose paths.
  • This path will usually be longer than the Main Path, but all elements will be specially tuned up for speed running.
  • The Pro path must be able to be completed in speedrun mode, meaning that the player must not be forced to wait at any moment and enemy and platform placement must allow to always press forward as fast as possible.
  • Speedrun can be completed with 0% item completion rate and any of the numerous abilities of Kitsune can be required.
  • The Pro path won´t necessary be the best for speed running, sometimes a mix between Pro and Main paths will allow lower times.
  • Secret exits will always be accesed through the Pro path, or in parts of the Main path that are shared, with the exception of mandatory Secret Exits that will always be accessible through both paths.

Collectibles
  • Every level will have a final Bead located close to the exit and locked with coins. The player will need to grab enough coins during the level to unlock it.
  • The first Gorinto Part of the level must be visible from this path and used to lead the player to the Pro Path. This way, Gorinto Parts will be used to hint the player at a more advanced playstyle.
  • Whenever the Pro Path separates from the Main path a Gorinto Part will have to be placed to signal the way. The stunt required to get it will put the player on the Pro Path, so this way when there are more than one path it will be easy to identify which one is the Main Path and which one is the Pro Path.
  • Gorinto Parts will always be located after checkpoints, so if the player grabs one he must survvie until the next checkpoint. Placing them before a checkpoint would clash with the idea that, unlike Beads, the player must hold on to them.
  • When the Pro and Main Paths mix cases some collectibles can be placed in the Main Path (this will provide more variety to the Main Path, specially if we put in minigames for puzzle pieces, secrets or Gorinto Parts that require some advanced stunt to get them in an otherwise normal challenge).
  • There will only be collectibles in the Main Path when it intersects with the Pro Path, so that no collectible is missable if a player goes through the Pro Path from beginning to end.

Extra challenges
Every level will have 2 extra challenges: One is unlocked by collecting all Gorinto Pieces and the other by finding all puzzle pieces. Some extra challenge examples:
  • Beat the level under a set time.
  • Beat the level without killing enemies.
  • Beat the level using only Astral Palm/Shadow Edge.
  • Beat the level without being detected (for stealth levels).
  • Beat the level without getting hit.
  • Beat the level without dying.
  • Individual alterations: Some levels may change some part of their mechanics, like platforms moving faster, swapping one type of enemy for another...
  • Hunt X enemy: The player must find and kill a certain enemy/ies. This special enemies may not appear during the normal run.
  • Find X collectibles in time: Hide X pieces of a collectible and make the player find them under a set time.


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