Talking about a Demo Level in the Eyes of a Game Developer

 This is the explanation of a level I built for fun. Here is the level plan 



The level structure follows mostly a plan of Rest -> Battle -> Rest -> Battle, with A being a type of rest and B being a battle. Of course, there are hitches thrown into that pattern, but only slightly. 





The player starts out in a room where there is no danger and can experiment with their surroundings. There is a switch that activates the door, so grabbing the gun before they leave is a MUST (1). Then, the player has the option to practice their firing works at the firing range provided. This will also give the player bullets if they break the targets. Either way, the gun will not run out of bullets while in this room (2). Once the player feels like leaving, they can make their way up the stairs and hit the switch, opening the door (3). This structure allows the player to understand how to move, shoot, jump and hit switches before leaving the tutorial area.





This leads to the player’s first encounter with enemies 



When entering, the player will see the first enemy and take cover behind the first wall (1). After encountering and defeating their first ‘swarmer’ type enemy, they will advance onto the next part of the map. While seeing breakable boxes, the player will want to collect what is in them, which will trigger the second wave of swarmers (2). Once taking cover and defeating the enemies, they will progress to the next part and get caught off guard by newer enemies. This introduces the player to their first long ranged enemy, along with the swarmers they saw before (3). After defeating these enemies, they will make their way to the back of the room. 



This set up is made for 4 reasons. The first is that seeing a chest might lure the player to the back, and catch them off guard by the hidden enemies. The other three reasons are to do with after combat. The chest is clearly seen BEFORE the correct path. This tells the player that partially to all of the chests in the game (or level) will be within sight. That won’t mean it will be easy for the player but the player will know when there is a chest. Then, to their right is one of their destinations. A big building which will drive the player forward. That is the big landmark that can help the player orient themselves. Finally, the actual path forward which will allow the player reprieve.


This is the other chest within the level
, as seen when the player enters the landmark. However, the player must hit a switch in order to get to the chest.
 

 


As the level progresses, the enemies and fights get harder. This is the second to last fight in the level. Players start at the front and face a similar situation to the first, jumping from wall to barricade. However, now that the player has been introduced to swarmers, long ranged enemies and heavies, they will have to deal with those while hopping from wall to wall. 


 

The final boss arena includes a lot of factors. It is in essence, an all out blood bath, and the player must defeat only the boss to beat the level and open the door.

The player can charge into the fray (as shown in pink), but the sheer number of enemies will make it hard for the player to deal with the boss. However, the player might notice switches on the wall. By pressing these, the player can deal considerable damage to many of the enemies in the room, making their time much easier (yellow). The boss room is the culmination of everything the player has learned. They must make use of the cover, of their knowledge of the enemies, and possibly use their knowledge of switches. 

 


Other notes about the Level Design: 

Affordances 

Buttons and doors pace the player and allow them to rest. Buttons can be pressed, and are also linked to  mechanics happening within the game. Therefore, players know nothing directly bad will befall them if a button is pressed. It also gives players knowledge about what more important buttons may do later on in the level when it comes to simple puzzles and traps 

Circle Room & Buttons – Illusion of choice 

You have to beat the Big rooms. However, it doesn’t matter how you start, as you still have to beat it. 

How do you Wayfind? 

There are 2 Big Rooms which the player can see throughout the level. Holes in the walls and ceiling lead player towards those big structures and allow them to see their destination 

Graded Variation 

The main corridors for fighting enemies are structured relatively the same. Slight height and enemy variations are the only differences, making those rooms feel similar. In addition, this makes the attack pattern and rhythm similar for those fights. This allows players to learn and test their skills, so when they encounter a bigger room where the fighting is different, the enemies and elements are still the same. 

 

Gestalt 

 Law of Enclosure and Law of Similarity:  

Similar Enemies and other special groups of enemies are grouped together to make it easier for the player on which targets they need to kill first. In addition, boxes are grouped together as a unit in order to ease the player and have them destroy them together. 

 

Christopher Alexander’s 15 Principles 253 Patterns: 

Strong Center: The boss room is built around a strong center and other enemies and obstacles are scattered throughout. It enforces the power scale as to things on the outside are weaker or less strong than the center. 

Local Symmetries: Some of the rooms have local symmetry, which makes them please and less frightening than the rooms would seem 

Echoes: (See Graded Variation) 

 

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