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Showing posts from March, 2021

CAGD 370

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Post Mortem As the level designer of this project I found that creating the levels for the game was a lot less time consuming than actually focusing on the game mechanics of the game actually functioning correctly. I spent most of my time worrying about creating the annotated maps of the multiple levels I created. There was a point in time were I couldn't figure out what I should do considering the amount of free time that I had, and compared to the programmer I had too much free time near the end. In the beginning portion however, I had to focus a lot on creating the level within unity, attempting to scale it to the player as well as trying to figure out how the colliders should behave with the player. Overall it took some time to adjust the levels just right, up until I noticed what was going on in the first playtest. There were many parts of the first level that gave players a sense of confusion on the direction that they were supposed to go, the majority of players went to the