Programming & Level Designing Tower Offensive, Pt 3 (Level 1-3)

So this post will be about level 1-3 in the game, As I mentioned in an earlier post I started at level 5 and when it was in I planned the lower levels (1-4) and I have now created level 1-3. of a total of 10 planned, All the levels for ggc will be to showcase what diversity we could have on the levels after 10 weeks and what they could expect later, and how much more we could add to create even more challenges.

Level 1

Level 1

The main though on this level was Simplicity, It’s going to be the tutorial level, the first level the player experience. So a fairly big matching field(to help the matching), a single road(enemies goes from point a to point b without anything special happening) and few places for towers(to not overwhelm the players with choices in the beginning).

Level 2

Level 2

This level was about introducing ”optimal” tower placements. it has two areas where towers could reach the enemies from two sides, doing more damage over time since the enemies has to move past it two times and if they survived they needed to move past yet another ”choke point”. So two choke points to help the player realize that there are sometimes on some levels more efficient places to put towers.

Level 3

Level 3

This level was about increasing the difficulty, taking the layout on level 2 but removing a choke point and throwing some different kinds of enemies on the player, It has a choke point in the beginning  like the one on level 2  but upside down and then straight roads to the camp. By having a green theme applied to it also helped to give it a ”fresh” feeling and not much of the repetition feel it might give of otherwise.

Well this was all for the time,  Level 4-6 is next on the agenda. Cya!

 

 

 

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