Upon testing my current level (a critical process in the development of any game) I encountered various areas where it's possible to go out of bounds to unintended areas (like falling off the stage into the sea below). To remedy this I added various blocking volumes (invisible walls) around the current level in places where the player will instinctively know where they're not supposed to go, and will fully-expect an invisible wall anyway. So for example in the tricky platforming sections with the bounce-pads they will hit an invisible wall if they try to bounce away purposely in the wrong direction, but in this instance they are also used as guides to help navigate the player along without actually telling them, which is me building upon the theories I've established din previous weeks further. All of this is an example of me conducting professional level design practises, as the player starts to learn how the environment is structured and what the common conventions for various objects in your game mean, they'll also begin to get a grip on the level designer's style too.
I also started making a branching path today at the start of the level, something I originally planned but should still be wary of. Because when the player instantly loads the game they have freedom to go wherever they please, a concept introduced in one specific place (like the bounce-pads) may not make sense when used in context somewhere else. This is why I will strive to introduce different concepts in different places, so that the player can go anywhere first and still gradually learn and understand how to play through the level.
The new mechanic I created this week was an elevator platform, using a tutorial by (Tesla, 2014) linked below. Essentially it acts as a completely static platform until the player stands on it (that's when a collision is detected) and from there it will move upwards in a fixed direction at a fixed speed until it reaches the stopping point using an animation timeline inside the Unreal 4 editor. From there the player can carry on and play through the level once the elevator stops, and there is a lot of potential for this new mechanic in my game to navigate around different platforms and pieces of terrain.
https://www.youtube.com/watch?v=09-Owqumeo0
With this new platform created I started applying it within my game world, in a semi-hidden area when the player begins the game, as explained below:
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| The player starts the game and sees a curved platform with a staircase veering off to the left, enticing them to follow it. |
Next week I will continue to flesh out my level using this new mechanic, and continue my research into level design techniques too.
References:
Bobic, N. (2000). Advanced Collision Detection Techniques. [online] Gamasutra. Available at: http://www.gamasutra.com/view/feature/131598/advanced_collision_detection_.php [Accessed 24 Feb. 2016].
Tesla Dev, 2014. Unreal Engine 4 Tutorial - Basic Elevator/Lift -
YouTube [WWW Document]. URL https://www.youtube.com/watch?v=09-Owqumeo0
(accessed 2.24.16).

















