May 9, 2018

3D Level 2 Playtest

For the final project in my 270 course, we were given a set of assets in Unity and tasked with blocking out a full level. The theme was supposed to be a 3D stealth-platformer. Among the assets were some simple pickups, a variety of environmental detail, robot enemies that followed a set tracking path, and scripting for ending the level.


My level was initially based on a concept for a different assignment. I liked the idea of it enough that I reused some elements, namely the waterfall sequence and the underground parts. Some things were not able to be recreated in Unity due to my lack of programming knowledge.

I also didn't really know a way to make what I was given into what was assigned. I ended up just using the patrol robots as platforming obstacles and made a series of short courses that would be combined to create a semi cohesive level.

Players responded favorably to my level. They liked the use of robots as obstacles and the steadily ramping up challenge of the level. They appreciated how I split the level into sections that were completed individually to prevent them having to repeat parts they already got past. They were compelled to get past the challenge and did not find it to be unfair in most cases. 

A few players did not respond as favorably to the challenge, finding the player controller too unforgiving and ill-designed to use. Some players opted to skip levels after dying several times in order to see what the other levels offered, rather than wait to do so after completing what they were currently playing.

Players said that, in order to improve the level, I should change the lighting to make the level more pleasant to look at. They noted it was fairly dark in important areas and hard to see obstacles. Another way to make the level better would be to seamlessly transition between each segment as they are completed. This is possible to do in Unity, but requires me to do some scripting that I probably cannot do. Lastly, the platforming could be a bit tighter to account for the player controller's limited movement ability.

The biggest failure of the levels I created is that they don't exactly fit what was supposed to be, which was a stealth-focused platformer that encourages exploration. I just made a straight platforming challenge. At this point, with the feedback I received, I doubt I could add anything meaningful to the level besides tighten up what is already there.

In conclusion, more players enjoyed playing the level than those that did not. I hope it is seen as fun and interesting.