Difference between revisions of "Level Design"

From Studio Grow Wiki
Jump to: navigation, search
Line 3: Line 3:
 
A balance between battle and egg capturing will hopefully be reached through level design. Having too open an area to heavily encourages battle over goals and leaves players feeling daunted, but having too small an area prevents players from interacting properly and causes them to feel suffocated. The intention is reach a perfect articulation of space through repetetive design and playtesting.
 
A balance between battle and egg capturing will hopefully be reached through level design. Having too open an area to heavily encourages battle over goals and leaves players feeling daunted, but having too small an area prevents players from interacting properly and causes them to feel suffocated. The intention is reach a perfect articulation of space through repetetive design and playtesting.
  
[[File:roughmap.jpg|Frame|Super Rough Map]]
+
[[File:roughmap.jpg|frame|Super Duper Rough Map]]

Revision as of 21:41, 31 July 2011

The level designs for Grow will be focused on small to mid-sized areas in which players run, climb, swim, fight and dodge. A major focus will be creating multiple pathways for players to move around in and to have certain pathways available to only some in-game characters. This will allow players to strategise and will give an edge to the less physically powerful classes.

A balance between battle and egg capturing will hopefully be reached through level design. Having too open an area to heavily encourages battle over goals and leaves players feeling daunted, but having too small an area prevents players from interacting properly and causes them to feel suffocated. The intention is reach a perfect articulation of space through repetetive design and playtesting.

Super Duper Rough Map