This week, I also continued designing my market level, I refined the platforms, added props and added NPC (people with carts, small animals...) routes.
Adding the Platforms
Firstly, I refined the platforms according to the 4 lighting situations that I designed. After putting those vertical platforms, the players can have places to hide from others' attacks and ram (image shown below). Also, I left some empty space near the boundary, if players fall off from the level area, they will also lose all their juice.
Props In this Level
I want to design new props at this level, the props will relate more to the market setting. As a result, here are some props that will appear in this level:
The Expanding Powder: Player A can use it on Player B, and Player B immediately becomes 1 times fatter (the height remains the same, otherwise it is an advantage)
The Shrink Powder: Player A can change himself to 1 time thinner
The Basket: Block weapon attacks from other players, can be placed on the player's head, can be snatched by other players and cannot attack when having the basket on the head
The Final Design
Then I added the NPC's route and props spawn position. My main design rule is to follow the light pattern and interrupt the player's route. The images below show the final design.
Situation 1:
For this situation when the light zone is in a circle around, I wanted the props spawn area to be at the centre area so that they can lead the players to go to the centre instead of only staying on the side.
NPC's routes are also designed to follow the light zone. Basically, they enter from the side of the circle and across the centre, then out of the scene at the light zone on the other side.
Situation 2:
For this situation, since the light zone is at the centre, so the props will be spawned on the side. The NPC's routes are also designed to interrupt the players in the centre.
Situation 3:
Props will appear discretely and NPCs will cross the light zone. The same method is used for this level.
Situation 4:
Props spawn points are similar to the previous one, but the NPC's route is totally different. For this one, they will come into the scene and move along the circle, then exit the scene from another side.
Conclusion
For this market level, although the solid scene will be the same throughout the game, due to the lighting condition will change, the whole condition of the level will change. To summarize, if the previous water level is to design the fixed 6 faces and then use the rotation mechanics to create different conditions for the players, this market level is to design a fixed scene and use 4 lighting situations as a variable to give players different experiences.
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