Tuesday, December 15, 2020
Parasitic Release
Wednesday, November 18, 2020
Parasitic Sprint 6 Blog Post
Parasitic Level Design Post#6
- "As a level designer, I need to hook up the unique win condition in each of my levels. (1)"
- "As a level designer, I need to play through my level to test for discrepancies or errors. (1)" [Sprint 4]
- "As a level designer, I need to populate the Dead Forest level with current assets to get the tone of the level established. (1)"
- "As a level designer, I need to set up the lighting in the level to match the theme. (1)"
- "As a level designer, I need to playtest my level to check for discrepancies so the level flows smoothly. (1)" [Sprint 5]
- "As a player, I want to hear a swoosh and glass shatter as I throw a health potion to one of my teammates as an archer. (1) (Ability 2) (3 Different Clips)"
- "As a player, I want to hear flames as my bow lights up to show my upgraded attack. (1) (Ability 1) (3 Different Clips)"
- "As a player, I want to hear the swift pullback and let go of a bow and arrow when I attack as the archer. (1) (Attack) (3 Different Clips)"
| Ginko Leaf Piles (Treasure/Secret Area Indicators) |
The next piles are maple leaves that were used to cover empty space between trees, they indicate areas that players could not move towards/enter.
| Maple Leaf Piles (No Entry/Off-Limit Indicators) |
| Normal Leaf Pile (Outline of paths) |
These details took pretty long since I also had to move other assets around them. The whole scene probably has a total tri count of 10+M considering one camera frame is 1-2M tris. I was a bit scared of this since I wasn't sure if having this many assets would lag the level or not. Luckily Alex said that as long as the frames didn't drop below 60 or when playtesting things don't lag, it would be okay. While the assets took a while, I'm really happy with how the level turned out. There's a lot of details in the level that probably isn't even noticeable or many players would just brush off but I'd be very happy if someone were to notice the leaves placed gently on the rocks and the crates in the level.
| Tris of the starting area in the level |
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| Win-condition/Objective feature added |
- "As a player, I want to hear a swoosh and glass shatter as I throw a health potion to one of my teammates as an archer. (1) (Ability 2) (3 Different Clips)"
- "As a player, I want to hear flames as my bow lights up to show my upgraded attack. (1) (Ability 1) (3 Different Clips)"
- "As a player, I want to hear the swift pullback and let go of a bow and arrow when I attack as the archer. (1) (Attack) (3 Different Clips)"
Wednesday, November 4, 2020
Parasitic Sprint 5 Blog Post
Parasitic Level Design Post#5
- "As a level designer, I need to block out a large Dead Forest level that starts with our heros having to maneuver a maze before finding the exit that leads to an arena for a mini boss battle. (3)"
- "As a level designer, I need to play through my level to test for discrepancies or errors. (1)" [Sprint 4]
- "As a level designer, I need to populate the Dead Forest level with current assets to get the tone of the level established. (1)"
- "As a level designer, I need to create clear boundaries for the player to restrict going off path. (1)"
- "As a level designer, I need to populate the Dead Forest level with current assets to get the tone of the level established"
- "As a level designer, I need to playtest my level to check for discrepancies so the level flows smoothly. (1)" [Sprint 5]
For this sprint, I finished the block out for my level. This took a while since I also had to edit each tile to correspond to my annotated map.
| Block Out |
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| Tile Map |
| Reached 271 trees and still need more for the terrain |
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| Terrain |
The cards I have left are:
- "As a level designer, I need to populate the Dead Forest level with current assets to get the tone of the level established"
- "As a level designer, I need to create clear boundaries for the player to restrict going off path."
- "As a level designer, I need to playtest my level to check for discrepancies so the level flows smoothly." [x2]
Thursday, October 22, 2020
Parasitic Sprint 4 Blog Post
Parasitic Level Design Post#4
- "As a level designer, I need to add enemies from the project into my scene based off of the annotated map"
- "As a level designer, I need an asset list for the Dead Forest level that shares the asset theme from the meadow level but this time more decayed"
- "As a level designer, I need to annotate a large Dead Forest level that starts with our heros having to maneuver a maze before finding the exit that leads to an arena for a mini boss battle"
- "As a level designer, I need to block out a large Dead Forest level that starts with our heros having to maneuver a maze before finding the exit that leads to an arena for a mini boss battle"
- "As a level designer, I need to populate the Dead Forest level with current assets to get the tone of the level established"
- "As a level designer, I need to create clear boundaries for the player to restrict going off path."
- "As a level designer, I need to playtest my level to check for discrepancies so the level flows smoothly."
The first two cards I finished for this sprint was the card for the asset list and the annotated map for the new level. I did these two cards first because we were still waiting on some enemies and assets from the programmers and the artists. I got both cards done fairly fast. The asset list was fairly simple since the level's theme was a "dead forest", I mainly just needed different variations of dead trees or leaf-less trees and maybe more foliage. Though we do have several nature assets that I used for my first level and those can be used for this new level as well. The annotated map went through one iteration before it was approved. My first draft of it was too simple and some of the feedback I got about it was that it needed to be more maze-like and I should also add a legend for the different buff tiles.
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| Initial Concept of Level |
I quickly went back into photoshop to make it more complex and added in a few more tiles. The way this version works is similar to my first level where the player has three paths of varying difficulty where they can travel through. But unlike my previous level, the paths aren't as straightforward and direct and the difficulty varies a lot more. I also did a fog of war version of it to show how it would look like for the player and where the pockets of enemies would be at.
- "As a level designer, I need to block out a large Dead Forest level that starts with our heros having to maneuver a maze before finding the exit that leads to an arena for a mini boss battle"
- "As a level designer, I need to populate the Dead Forest level with current assets to get the tone of the level established"
- "As a level designer, I need to create clear boundaries for the player to restrict going off path."
- "As a level designer, I need to playtest my level to check for discrepancies so the level flows smoothly."
Thursday, October 8, 2020
Parasitic Sprint 3 Blog Post
Parasitic Level Design Post#3
- "As a level designer, I need to create clear boundaries for the player to restrict going off path."
- "As a level designer, I need to set up the lighting of the level so the atmosphere of the level matches the theme."
| Version 1 |
I did not really have any problems with adding assets in the level itself and populating the level. Adding height to the level itself was sort of a problem, however. Because the terrain would be decimated in blender so it would be low-poly, adding height within the level area (blue grid) would cause the terrain/ground to be uneven. There was a height difference, meaning some areas of the level were higher than others and this was sort of noticeable in-game because in those areas the map's grid would go into the terrain and come out. This would have been okay if it was at least around the small elevation pieces added into the area but it was in large portions of the level. While the elevation isn't tall, at most it's a 0 to 0.2 difference on the y-axis, the player movement does not detect elevation so it would be weird to see the player's feet go into the terrain as they move into some areas of the map.
| Terrain not flat, some areas slightly goes above the map grid |
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| Solution in blender |
Then finally, in Unity, I moved the terrain down by -0.08 on the y-axis so most of the elevation would be below the map grid and I used the assets to hide the grid lines that go into any uneven terrain. This meant shifting a lot of assets around and adding more unmovable tiles into my level. Regardless since the camera is from a slight top-down perspective the slight de-elevation of the terrain from the map grid might not even be too noticeable. In the end, I feel like my level is a lot more natural with the height added and a rework of the level's assets. I'm proud of what it came to be and it feels like my hard work paid off.
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| Most current version |
With this, both the "As a level designer, I need to populate my level with current assets to get the tone of the level established." card and the "As a level designer, I need to create clear boundaries for the player to restrict going off path" card are verified and completed. My remaining cards are "As a level designer, I need to set up the lighting of the level so the atmosphere of the level matches the theme." and "As a level designer, I need to playtest my level to check for discrepancies so the level flows smoothly." I'm currently in-progress with the card about lighting and the latter card is more of a continuous card that goes beyond just 1 sprint. So overall, I feel like I got a lot done this sprint. And now that all our levels are moved into the main Unity project, we'll be able to add assets as they are added into the project and keep up with the rest of the team. I can't wait to fully furnish my level with enemies and player characters so that the level is playable and has clear objectives. Until the next one, cheers!
Wednesday, September 23, 2020
Parasitic Sprint 2 Blog Post
Parasitic Level Design Post#2
The second sprint was focused on transitioning from conception to proofing, meaning we would be moving from designing to implementation. The cards assigned to me this sprint are:
- "As a level designer, I need to make an asset list full of possible assets needed to fill my level with purpose and theme for the shrubbery-filled meadow level."
- "As a level designer, I need to annotate an open-spaced basic introductory level that puts my newly found skills to work in a stress free environment."
- "As a level designer, I need to block out an open-spaced basic introductory level that puts my newly found skills to work in a stress free environment"
- "As a level designer, I need to populate my level with current assets to get the tone of the level established."
The problem with this map was that it was still too large and that there shouldn't be multiple exits. After taking this into consideration, I went back into Photoshop to resize the grid and repaint the paths.
Tuesday, September 1, 2020
Parasitic Sprint 1 Blog Post
Parasitic Level Design Post#1
The first sprints are usually, always focused on building the foundations of the game. As a level designer that would mean research, concept-ing, and collaborating with the team. The cards assigned to me or rather our fraction of level designers are:
- "As a member of Parasitic Studios, I need a Unity account"
- "As a level designer, I need to create a testing ground where we can test the most up to date mechanics"
- "As a level designer, I need to research and annotate grid-based levels similar to that of XCOM 2"
The cards that are completed are "As a member of Parasitic Studios, I need a Unity account" and "As a level designer, I need to research and annotate grid-based levels similar to that of XCOM 2". The first being the easiest since a Unity account is required in most CAGD classes. The next one was heavily concept-ing and researched. Collaboration was also a big part of this card as our level designers discussed and shared examples and guides of what strategy levels should feel like, how the grid-based levels would look like, and why certain concept levels work and others do not.
The one card that is still "In Progress" is the "As a level designer, I need to create a testing ground where we can test the most up to date mechanics". This card relied on components from other cards such as a collaborative Unity file where we could set up a testing ground and the grid-based systems and other scripts that our programmers were working on. Thus for this sprint, we focused more on concept-ing and making concept, grid maps of our level.
Problems Encountered:
There weren't any big problems aside from being blocked from working on the testing grounds. Problems in this sprint were mainly from developing my level's concept map. My first map was obviously a bit small and very linear. It was a basic block out of the level's terrain and it didn't include any of the enemies or any clear indication where the player would start.
So to fix these issues my next map was more colorized and larger. This concept piece showed a larger level with more terrain and the enemies/player placements. However, the problem with this level is that it's not a grid, the shapes are hexagons and not squares. The level itself is still too linear and for a level that should that 20 minutes or so to complete this concept still falls short.
The third concept map I made used pixels instead of hexagons. It's also considerably longer and larger. There are many more enemies and it's definitely less linear. The level starts on one path but splits into three different routes before leading the player into a larger field for a all-out brawl. But the downside of this level is that it's too large and there are way too many enemies, especially that last area which would overwhelm the player too much. Another concern was the fact that the design document described the first level as an open meadow and my map was more like a closed forest.
My most recent map and final one of this sprint is designed to be more open and meadow-like. The path (yellow-ish) tiles show the player the intended routes but the openness of the level encourages exploration. There are fewer enemies and the length of the level looks good enough to last 20 or so minutes. The only problem with this level would be that it's not fleshed out enough and rather messy. I hope to fully realize this level when we get our testing ground set up and start building the level in Unity so I can test the level for accuracy of length and challenge.
















