Feb 28, 2018

DnD Map 2 - Feedback

This week, I created another Dungeons and Dragons level. It is a lot like the previous level I had designed, although with different parameters and specifications. It has a specific setting (post-apocalypse alien invasion) and location/task (prison break).

One aspect that needed care and attention was the addition of checkpoints. Earlier levels were created in the manner of being a tutorial level that intended to teach players various mechanics in a minimally-threatening environment.

For this new level, such a restriction was not applied, so it is possible and expected for players to be able to die under normal circumstances. As a result, I just placed several checkpoints at what I believed to be fair locations while providing acceptable challenges as well as interesting setpieces.


There exists two main paths. At the start, the player faces a simple enemy and an early opportunity to pick up an item. Leaving the first room leads to a large yard with another simple enemy and another item, dynamite. Each turn after entering the yard, another enemy enters from the lower room, meaning the longer it takes the player to complete the objective the more enemies appear. 

With the dynamite, the player has the choice of blowing up one of two doors that lead to completely different encounters. The upper path goes down into the sewers, fighting some mutant alligators and their king in a straightforward encounter. The bottom path also has some combat encounters, but also has an additional item and a more difficult boss encounter.

Two individual players tested my level. They both chose the lower path after getting dynamite, which leads through the upper levels of the prison. They faced few issues getting through many of the enemy and environment encounters, and generally enjoyed themselves. As a conclusion to the level, players are faced with a difficult set piece. A boss-tier enemy fires upon the player as they attempt to jump across a pit of fire. Falling into the pit equals instant death and boots the player to a previous checkpoint, which is located incredibly close. It was designed to be more ridiculous and entertaining over fair to give the ending a bit more oomph, but is not impossible by any means as directly killing the boss with ranged attacks leads to victory.

It is unfortunate that both players went the same direction, as I would have liked to see the other path in action. In the end, I believe this level is a lot of fun for whoever plays it, if not too short.


Feb 23, 2018

Blacksmith Scene

A recording of the scene:



This project had two different phases. The initial phase involved creating a small variety of models with strict specifications. The theme was intended to maintain a medieval blacksmith workshop setting, which meant a very particular look. Each model required two versions, one made with a high amount of fidelity and another without. The standard design philosophy in today's modern 3D modeling is to generate detail from a high-quality model and put a picture of that detail onto the lower-quality version for the sake of performance.


Pictured above is the low poly brick forge with materials applied

My scene contains a brick forge, solid-metal anvil, small hammer, and some other wooden objects, including a stool, bucket, barrel, and cart. After completing all models with Autodesk Maya, I created textures for them using Allegorithmic Substance Painter. Unfortunately, I failed to generate ambient occlusion and other required maps, which makes the resulting texture files look poor as well as not meeting the project requirements.

Once the models were finished and textures created, I created a scene in Unity. Later, I added terrain with various textures and heights, lighting, ambient sounds, particle effects, and a camera with movement to complete the scene. Such is available for viewing above if you have not done so already.



I encountered several issues throughout the course of this project phase. Some were able to be solved, such as modeling constraints, while others went without mercy, like severe lighting issues and missing ambient occlusion maps. What I have learned has encouraged growth within the field of game development, and I hope that in the future I can more readily meet demands.

Feb 22, 2018

DnD Map Version 2 - Feedback

As a followup to the previous Dungeons and Dragons map I had created a few weeks ago, here I am showcasing the second version that was designed from feedback on the first version.

My main focus for improving my Dungeons and Dragons map was to create a more coherent flow. Instead of 3 mostly incongruous paths, there now exists a singular main path with two highly optional side routes. On the main path, the boss (denoted by the '2' icon) assaults the player with waves of delayed energy. The player is able to roll to block with a forgiving range of success, but failure results in taking damage and being knocked backwards several spaces. It is possible to make a run directly through and fight the boss within a few turns.


From the last version, I had placed alternate routes for players less lucky or aggressive that missed out on the early shortcut and initial main route. However, I mentioned earlier how they were almost inconsequential, depending on the player's luck. The second path was all but useless due to its off-placed and inconvenient location. There was no reason to bother spending the extra turns to follow it over other paths.

To rectify such poor design, I looped the general layouts into the main path. This allows players a greater amount of choice, as even though the main path is the most obvious and quickest path, safer and less demanding paths exist. The spike trap exists in mostly the same incarnation as before, just with less spikes to maneuver. I find that if the player is presented with a challenge and successfully completes the challenge once or twice, proving they understand or at least are able to beat it, further repeating the challenge is nothing short of frustrating and lazy.

Two options exist for taking on the boss. The first is direct assault. The main path leads straight into the boss with no other turns. Side paths allow the player to bypass the boss' attacks until they get within combat range, at which point they have no other option but to fight. The second option is to take an alternate path along a side route, leading through a tough trapped room, and ending up behind the boss. Taking this alternate path allows players to completely bypass combat with the boss and continue on to the main objective of the dungeon.

Players responded positively to the changes made to my map. They saw them as improvements, and commended their well-thought nature. I hope to continue to develop well-liked levels.

Feb 13, 2018

Simple DnD Map Feedback


The first assignment that was given to our level design class turned out to be a quick and easy task. My knowledge of tabletop game mechanics and the relevant design theories of an interesting level is limited. I had gained some understanding through osmosis, as many forms of media make reference to or outright borrow mechanics.

For my scenario, the main objective is to reach the end of the dungeon within a certain amount of turns. In the final room is a magic nuclear device that is counting down to detonation, and your group needs to get there before it does. Along the way are a series of traps and encounters, which include a secret path through the dungeon, a trap-laden passage, a health-restoring barbecue, and the boss that must be defeated to find the nuke.

Out of two playtesters, both found the scenario I had created to be enjoyable. The first attempt ended with defeat at the boss of the dungeon, although it was more due to my misunderstanding as to how the boss is played and how damage works. A second attempt was met with victory on the last turn before the nuke blew up.

Most of what went wrong was related to my lack of understanding. All of the encounters and traps consist of a dice roll that doesn't take into account a player's skills. The boss also has what some would consider to be an unwelcome amount of defense, taking much too long to beat. Another problem is the magic nuke, which can be failed though chance as well, possibly upsetting the player through no fault of their own.

As the level proceeds, the encounters provide adequate mechanisms for showing the player how the game functions. The player comes across a variety of encounters that work to get them used to rolling dice and making movement decisions.

Because of how this is intended to be the first level, the challenge is limited to avoiding spike traps and fighting the boss, and then defusing the bomb. I wouldn't expect many players to find it particularly unfair, as the countdown timer can be modified to give additional turns. The level leaves very little to discover other than a few paths that lead directly to the boss encounter, and then the final room. In a way, the level could end up being too simple if the player manages to open the shortcut at the beginning.

In the future, revisions to my level would focus on allowing the player to adequately tackle challenges using their set skills instead of it being all luck-based. That would allow for a greater sense of agency, enhancing flow and enjoyment of the player.