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Map design level 2

nic-mcg edited this page Oct 5, 2021 · 4 revisions

Map Textures

Introduction

This document outlines the reasoning behind our key considerations and decisions made while designing the map textures for level 2.

Key Considerations



During the design process for Level 2's map textures, the background design had to be taken into consideration. In order to ensure the fluency and coherence between the designs, the colours were taken from parts of the pre-designed background shown above.


Obstable Block

As Level 2 is one of the lower levels in the game and the design is for the levels is to gradually become more technologically advanced in the designs of backgrounds, the map texture should also do this. The idea behind Level 2's Obstacle Block texture was to look similar to a pixel block, shown below, as well as complementing the building in the background. This is to illustrate an older technological computer system compared to the later levels.


Hand-drawn Design Ideas


Design Outcome


Left & Right Ramp Blocks

The designs for the left and right ramp block were derived from the Obstacle block and split diagonally through the middle. This will ensure the designs will match when an Obstacle Block and Ramp Block are used together.

Design Outcome



Wall Block

The Wall Block is simply an extra block to be used with the Obstacle Block in needed, and therefore doesn't need an intricate design. This block, still following the colour scheme, was designed to partially blend with the Obstacles Block and background.

Design Outcome


Bridge Block

The Bridge Block was designed to look like a beam with light streaming below, similar to a glow effect to create cohesiveness to the next level. Whilst maintaining the colour scheme for Level 2, the glow effects included in the design for the Bridge Block complement the glowing lights design in Level 3, shown below.


Glow Design

Design Outcome


Table of Contents

Home


Game Design

Game Design Document

Void/Antivirus

Loading Screen

Game Sound

Menu Assets

Player Design

     Original Design

     Final Design


Gameplay

Movement

Jumping & Sliding

Jump Pads

Portals & Bridges

Buttons

Pick-Ups

Physics

    Momentum & Physics

    Gravity

    Collision


Level Design

Level 1

     Background

     Textures

     Map Design

Level 2

     Background

     Textures

     Map Design

Level 3

     Background

     Textures

     Map Design

Level 4

     Background

     Textures

     Map Design


Sprint Round-Up

Sprint 1 Summary

Sprint 2 Summary

Sprint 3 Summary

Sprint 4 Summary


User Testing

Testing Plans

Sprint 1

     Team 1
     Team 2
     Team 3
     Team 4
     Team 5

Sprint 2

     Team 1
     Team 2
     Team 3
     Team 4
     Team 5

Sprint 3

     Team 1
     Team 2
     Team 3
     Team 4
     Team 5

Sprint 4

     Team 1
     Team 2
     Team 3
     Team 4
     Team 5

User Testing

Sprint 1

     Sprint 1 - Game Audio
     Sprint 1 - Character Design
     Sprint 1 - Menu Assets
     Sprint 1 - Map Design
     Sprint 1 - Void

Sprint 2

     Sprint 2 - Game Audio
     Sprint 2 - Character Design
     Sprint 2 - Menu Assets
     Sprint 2 - Interactable Design Animation
     Sprint 2 - Levels 1 & 4, and Level Editor
     Sprint 2 - Proposed Level 2 & 3 Designs
     Sprint 2 - Current Game State

Sprint 3

     Sprint 3 - Menu Assets
     Sprint 3 - Map Design
     Sprint 3 - Score Display
     Sprint 3 - Player Death and Spawn Animations
     Sprint 3 - Pick Ups and Pause Screen

Sprint 4

     Sprint 4 - Gameplay
     Sprint 4 - Game UI and Animation
     Sprint 4 - Level Background and Music
     Sprint 4 - Game User Testing
     Sprint 4 - Final Game State Testing


Game Engine

Entities and Components

     Status Components
     Event System
     Player Animations Implementation

Level Editor

Level Saving and Loading

Status Effect


Defunct

Development Resources

    Getting Started

Entities and Components

    Level Editor (Saving and Loading
         Multiple Levels)

    Service Locator

    Loading Resources

    Logging

    Unit Testing

    Debug Terminal

Input Handling

    UI

    Level Saving/Loading

    Status Effects

    Animations

    Audio

    AI

    Physics

Game Screens and Areas

    Terrain

    Concurrency & Threading

    Settings


Troubleshooting

MacOS Setup Guide

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