Session 4 Blog Post

SUMMARY

Role

Level Designer

Intention (SMART Goal)

By March 1, as the level designer, I will have the layout of my second map completely finished and made on Unity.

PRE-PRODUCTION – INQUIRY

Leader(s) in the Field / Exemplary Work(s)

Ari Gibson is the level designer for Hollow Knight. Hollow knight has a huge world that manages to keep the player engaged throughout the entire game.

Ari Gibson

Training Source(s)

  1. Probuilder is an easy way to prototype levels and get other people to play it.
  2. You should get feedback from an outside party as quickly as possible.
  3. Probuilder has a lot of different things I didn’t know it could do, I should test out its features before making the next map.
  4. FPS-level design should encourage constantly being in the action.
  5. I should try to get assets from the asset store in unity.
  6. I may need to make some assets myself, or at least get my team members to do it.

Project Timeline

  1. Sketch out the map on a piece of paper.
  2. Practice using Probuilder to figure out how to use it more in-depth.
  3. Begin designing the map.
  4. Get textures from the unity asset store.
  5. Give the map textures for the objects.
  6. Playtest the map.
  7. Edit it until it’s fully complete.

Evidence of Team Planning and Decisions

https://docs.google.com/document/d/1F7He9Lt5is-k6p_z6awE9-OI27Pmys1Elump9pGWUrY/edit

PRODUCTION – ACTION

The (FILM, SOUND, or GAME Creation)

The game is not in a playable enough state to have posted. Next session, we will have the game posted.

Skills Commentary

https://docs.google.com/presentation/d/1ES7A8aecSduOOqIwVIa9NzuYRSCIfBw9jzGuYZ7s1CU/edit#slide=id.g1176dcbe26d_0_0

I made the layout for my second map on unity, and I made changes to the first map to make it look nicer.

POST-PRODUCTION – REFLECTION

21st Century Skills

Ways of Thinking (Creativity, Innovation, Critical Thinking, Problem-Solving)

I drew a sketch of the map I wanted to make on graph paper before making it on Unity to help me understand what I wanted it to look like.

Ways of Working (Communication & Collaboration)

We playtested the game frequently, and I would ask for pieces of feedback on the first map. This allowed me to make quality changes to make the map more fun for players.

Tools for Working (Info & Media Literacy)

I used the unity package pro builder to design my maps, and then I downloaded assets from the asset store.

Ways of Living in the World (Life & Career)

After making the second map, I was able to use my knowledge of how to use pro builder to improve parts of the first map that looked bad.

Reactions to the Final Version

The advisors, Lin and Nelle, said that they wish to see our game when it is ready since it seems promising.

Self-Evaluation of Final Version

I think the game has turned out very well, and I am excited to show it off next session. We have multiple guns, working multiplayer, and a playable map.

Grammar and Spelling

Grammarly

Editor

Leo Martinelli

Game Analysis Worksheet: Terraria

Summary

  • IN ONE TO TWO SENTENCES, DESCRIBE WHAT GAME YOU ANALYZED FOR THIS PROJECT AND WHY YOU CHOSE IT
  • DELETE ALL OF MR. LE DUC’s ALL UPPERCASE INSTRUCTIONS ABOVE

Game Play Analysis

Formal Elements
The BasicsREMINDER: PLACE YOUR RESPONSES IN THIS COLUMN (DELETE THIS MESSAGE BEFORE YOU WRITE)
Name of the gameTerraria
The platformPC
Time played (should be at least 30 minutes)200 hours
If you could work on this game (change it), what would you change and why?Expand the summoning class more, since even after several updates, it feels lackluster compared to the other 3 classes.
PlayersNOTES
How many players are supported?infinite
Does it need to be an exact number?no
How does this affect play?You can play with friends. The more players you have with you, the more health bosses have to balance the game.
Some types of player frameworks:Single Player – like Solitare.Head-to-head – 1 vs. 1, Chess.PvE – Player vs. Environment, or multiple players vs. the game. Common in MMOs like World of Warcraft.One against Many – Single-player vs. multiple (obvy).Free-for-all – Every man for himself (1 vs. 1 vs. 1 vs. 1..). Most common for multiplayer games, from Monopoly to Modern Warfare.Individuals Against the System – Like Blackjack, where the Dealer is playing against multiple players, but those players have no effect on each other.Team Competition – Multiple vs. multiple, i.e. sports.Predator-prey – Players form a circle and everyone’s goal is to attack the player on their left and defend themselves from the player on their right.Five-pointed Star – Eliminate both players who are not on either side of you.PVE
Objectives/GoalsNOTES
What are the players trying to do?Defeat bosses to get better gear so that you can defeat more bosses.
Some common objectives include:Capture/Destroy – Eliminate all your opponents pieces (Chess).Territorial Acquisition – Control as much territory as you can, not necessarily harming other players (RISK).Collection – Collect a certain number of objects throughout the game (Pokemon).Solve – Solve a puzzle or crime (Clue).Chase/race/escape – Anything where you are running towards or away from something (playground game Tag).Spatial Alignment – Anything involving the positioning of elements (Tetris or Tic-Tac-Toe or that game at Cracker Barrel).Build – Advance your characters or build your resources to a certain point (The Sims).Negation of another goal – The game ends if you perform an act that is forbidden by the rules (Jenga or Twister).Collection
Rules/MechanicsHealth, damage, accessory and armor slots which can boost your stats.
There are three categories of (what the book Rules of Play calls) operational rules:Setup – the things you do at the beginning of a game.Progression of Play – what happens during the game.Resolution – How an outcome is determined based on the game state.Setup: You begin by gathering up resources, usually through mining and exploring, and defeating enemies to get gear
Progression of Play: You get stronger, and can defeat stronger enemies and go to new places without dying.
Resolution: You beat a boss, and unlock new areas and items to use.
ControlsNOTES
What controls are used?Keyboard and mouse
Was there a clear introductory tutorial?No
Were they easy to understand or did you find yourself spamming the controller?the controls and movement is easy to understand, but hard to master.
Resources & Resource ManagementNOTES
What kinds of resources do players control?Players control the amount of ore they have, amount of loot from dead monsters, and weapons/armor to use and wear.
How are they maintained during play?The more you explore and gather, the more you have. When you craft items, you lose resources.
What is their role?Most resources have a use, like potions, or can be crafted into something, like ore.
A resource is everything under the control of a single player. Could be the money in Monopoly or health in WoW. Other examples are:Territory in RISK The number of questions remaining in 20 Questions Objects picked up during videogames (guns, health packs, etc.)Time (game time, real-time, or both)Known information (like suspects in Clue)
Game StateNOTES
How much information in the game state is visible to the player?Most stats like health and damage are shown to the player. Other stats can be unlocked by finding accessories that reveal them, like a stopwatch that tells you your speed.
A snapshot of the game at a single point is the game state. The resources you have, the un-owned properties in Monopoly, your opponent’s Archery skill all count towards the game state. Some example information structures are:Total Information – Nothing is hidden, like Chess.Info per player – Your hand of cards is only visible to you.One player has privileged info – Like a Dungeon Master.The game hides info from all players – Like Clue, where no one knows the victory condition.Fog of War – In video games, where certain sections of the map are concealed if you do not have a unit in sight range of that area. You also cannot see other players’ screens, so each player is unaware of the other’s information.Total Information
SequencingNOTES
In what order do players take their actions?They take them at the same time
How does play flow from one action to another?The movement is very fun, especially once you unlock grappling hooks and can quickly swing around from place to place.
Some structures include:Turn-based – Standard board game technique.Turn-based with simultaneous play – where everyone takes their turn at the same time (like writing something down or putting a card down in War).Real-time – Actions happen as fast as players can make them. Action-based video games.Turn-based and time limits – You have this long to take your turn.Real-time
Player Interaction
Some examples:Direct Conflict – I attack you.Negotiation – If you support me here, I’ll help you there.Trading – I’ll give you this for that.Information Sharing – If you go there, I’m warning you, a trap will go off.Trading/information sharing
Theme & NarrativeNOTES
Does it have an actual story structure?No
Is it based on a historical event (or similar)?No
Does the theme or narrative help you know how to play?No
Does it have emotional impacts?No
Also, look for en media res (does it start in the middle of the game)?No
The Elements in MotionNOTES
How do the different elements interact?Enemies will chase the player or other NPC’s, while the NPC’s will fight back against them.
What is the gameplay like?You fight monsters using your weapons. They usually have very basic attack patterns, so it’s a lot of dodging while attacking.
Is it effective?Yes, it’s incredibly addicting, although it can be a lot of grinding.
Are there any points where the design choices break down?Sometimes it can take forever for an enemy to drop the thing you want.
Design CritiqueNOTES
Why did the designer make these particular choices?The designers made the game incredibly addicting and replayable.
Why this set of resources?Resources in the game are effectively infinite, as long as you gather more of them, allowing for you to never run out of items.
What if they made different decisions?If the game was more linear, it would lose its charm and would become boring.
Does the design break down at any point?Sometimes bosses are so hard that the best option is to just find a glitch or setup that beats the boss easily.
Graphics & SoundNOTES
Does the game art pair well with the mechanics?yes
Did you find any bugs or glitches?Terraria has several glitches and bugs, but the team consistently updates the game and either removes them or makes them intended features.
What about sound?The music is incredibly memorable, and the bossfight music is very intense, leading to much more engaging gameplay.
Can you spot any technical shortcuts?No
Various Stages of the GameNOTES
To wrap up, some things to keep in mind (as if there aren’t enough already) as you play:
What challenges do you face, and how do you overcome them?The challenges you face are boss fights and resource gathering.
Is the game fair?Mostly, although some items are ridiculously hard to get.
Is it replayable? Are there multiple paths to victory or optional rules that can change the experience?It is very replayable, since their are four different classes with unique playstyles, allowing you to play through it again. Also, the world is randomly generated each time you play.
What is the intended audience?The intended audience is players who like a challenge or who like grinding out a game.
What is the core, the one thing you do over and over, and is it fun?The core is fighting enemies, and it is very engaging.

This analysis form was adapted from https://notlaura.com/a-template-for-analyzing-game-design/

Resources

Books

Mr. Le Duc’s Game Analysis Resources

To Be List

I appreciat my mom for always supporting me with life

I appreciate Mr Le Duc for helping me learn how to be organized.

I appreciate Valorant Woohoojin for teaching me how to play Valorant better.