My first idea of the level was one without expectations. I didn't know what to think, but I did know that my "original idea" would have no weight on the outcome of the level. Cynical as I am, I still tried to have some fun with the level. I hid a few gems in some fairly clever locations, though not genius, and I worked the level in my own way. I made a more linear floating static islands section, and used fewer moving islands than the tutorial director did. It wasn't much, but I was still able to spin my own yarn from the wool that had been made with such rigid intent.
The best part to create was the coins section. It was the most freeing section, and let me use my own brain for what I wanted to do. I got to mess around with a whole cube of coins. While it was a waste of time, I had fun. The least fun section for me was the collisions, at the start. It wasn't an especially hard lesson, but having to stand by while learning something I thought I already knew was frustrating. That section also had the least flexibility. I was able to make platforming section of my own volition, though.
The blueprints were by far the most useful. As the building blocks of video games, code is obviously going to be the most important part of one. They let you control every bit and piece of a game, and can be used to do just about anything you can think of. Though getting to that level of mastery would be incredibly difficult. Second most useful would be collisions, I think. They let you control where a player can and can not go, which is a powerful tool for direction. They also dictate interactions, using pass-through collisions. So, considering all of collisions' functions, they have a pretty high ceiling for their capabilities.
I suppose I have to say I am proud of my blueprints. Despite being constructed with strict following of directions, I still put them in, for the most part, with my own fingers. I still do not understand them fully, but I think that I can get a general grasp of what they do. As well, blueprints are much easier to understand than plain code. awawawawawa. I hope to one day have the mastery of blueprints to know upon viewing what a chain of blueprints do without much deliberation. So the fact that I have any code at all is an achievement for a rookie like me.
If I could, I would change the layout. Maybe straighten it, maybe curve it, definitely make it longer. Flaunt what I learned. I definitely would like to have more control over how the level looks. At least I would like to add some more challenges, like an extra path that can lead to a secret or another key. One key feels minimal, especially so close to the exit. I suppose my main goal with more time would be extension, then. It could also help me to familiarize myself with the code and how it works, especially if I added another key to the game.
The Valley is a test world to see how much life I can put into a game without any direct interaction from said life. So, essentially, it is a test to see how much world-building I can do with environment alone. In The Valley, I made a river leading into a hill, which descended into a long, empty path to a desolate castle and a deserted village. I put foliage such as trees, grass, and ferns all around the area to make it feel less flat and textured. I made a few buildings that serve as monuments of a population that has abandoned its home, for what reason the player does not know. The details of this deserting, like that it was clearly some time ago, and the apparent rush of it, make the world interesting to explore; interesting to look for clues in.
I would say I expanded the castle-village the most. It has varied houses, a bunch of little details, and a believable layout that makes it feel real. The most useful technique was probably the landscape sculpting, as it set the stage for everything else that I would put in the world. Its layout made me get creative with the space I had, leading to the castle being on a big plateau instead of on the same level as everything else. I think I am most proud of the Wizard tower. It made me get creative with what I used, and I feel like the details I added really gave the area life, such as some of the benches having been flipped in whatever commotion occurred in the area. I would say my world looks much better than it did before the structures were built; likewise, my world feels so much more lived-in now that it has them than before when it was an empty scene. It has gone from empty to eerily empty, because something clearly happened here to remove all the people that should be occupying this space. I am honestly pleased with the outcome of the world-building section. I can not think of anything else I would do with more time besides minor adjustments that would be mostly inconsequential.
16.5.26
The valley, instead of an empty, boring walking simulator, is now a somewhat challenging obstacle course with a good amount of variation. The game includes a parkour course over fatal water in which a hammer-swinging pendulum and a spinning blade threaten the player. After the parkour is a hill with boulders constantly rolling down it, as well as having spots for the player to rest and not get crushed. Them, a gate on a timer whose path is blocked by another parkour course. Finally, there is a small marketplace area filled with ranged guards to shoot the player down. There's also a key hidden among the castle village's houses for the castle's entrance. These few areas are all used to create an engaging experience for the player, and to enhance the story. I combined challenging gameplay layouts with subtle worldbuilding to entice the player to continue interacting with my game.
I think the hardest challenge for me to build was the Guarded Marketplace because the balance considerations were far more delicate than in the other areas. I had to think about a lot more than just what platforms to put where, or how long a timer should last.
In all the areas there are two factors to balance around: passive and active. The passive factors are made up of mostly the layout and decoration of the section, and only matter in directing the player or offering safety from the active factors. Those factors are the dangerous ones: the boulders, guards, blades, etcetera. The two intertwine to create a good challenge that has a layout that compliments it in a way that will challenge the player as well as make sure the player is not frustrated.
Of the various mechanics present in The Valley, I think the guard is the best. It is the most versatile and the most challenging. It fits The Valley by showing the castle city's clear technological advancement (because the things in those towers are clearly not human). It's a little outlandish, but works somewhat in tandem with the boulder building because that is also clearly automated.
If I had more time, I think Timed Gate crossed over with Guarded Tower or Boulder Hill would be interesting. The active threats to the player might create a more tense atmosphere and encourage the player to take many more risks with the timer going down.
18.5.26
Concept Statement
How the level fits into the existing game
Target player experience (2.01)
Game Elements Breakdown
Identify mechanics, objectives, challenges (2.02, 2.03)
Sketch or Layout
Map of the level (3.05)
Storyboard
Includes at least one cutscene plan (3.02)
Ethics & Rating Justification
ESRB-style rating and explanation (1.03)
The player's objective will be to navigate through a large maze while facing several previously-seen challenges. These challenges will be introduced in unique ways so that they will keep the player interested. With this in mind, I imagine the game to be "Everyone 10+"
This level will fit the theme of the game's fantastical medieval by using the same tile set as is used in the previous levels. It will also stay somewhat simple, and not make the over-arching challenge too hard or frustrating for the player.
Above is the intended layout. The hallways will be simple, lightly decorated passages. The numbered sections are as follows:
Spawn area; first checkpoint
Midway section; second checkpoint
Exit area/end of game
Boulders; boulders will barrage the player, the player must hide behind small covers
Platforming section over fatal pit that leads into rest of maze
Lever room for timed gate; third checkpoint
Ranged guards in front of final area; blocked by timed gate
Cutscene plan. Line dictates camera path, camera goes through windows which are scattered about the maze. Starts in Section 3 and ends in Section 1.
20.5.26
The player’s objective is to make their way through the maze to the win crystal. They are to do this through a series of challenges. The main challenge will be the maze itself; it will be easy to get lost in and the correct path will be intentionally unclear to the player. As well, the maze will be filled with smaller hazards like road spikes, barricades, and light parkour. The other challenges are to be placed along the correct path in the level, and those challenges are as follows: a section of boulders rolling down a hill which has cover for the player, a larger parkour area that floats over a fatal pit and elevates up to a higher floor to cross over a wall, a timed event with a lever and gate which are both on opposite ends of a small mazed section, and a large hall with ranged enemy towers that shoot at the player and with provided cover. I chose to make the level a derelict, underground maze because the other levels had started to create a theme of descension. As the first level was in the sky, the second was on land, so I had the idea to create the third below the ground. I imagined the area to be even more abandoned than the previous locations as if it were some kind of rejected project or dangerous area. I want the challenges to be harder than those previous. The boulders section will have multiple boulder spawners over a large declined area. Wood pallets will be scattered about as to make the path to the exit of the room longer than it would be if it were a straight path. The boulders’ cooldowns will be spaced out enough that a straight rush to the end is possible but very challenging. The parkour section is going to be easier on its first floor, using wider objects and smaller gaps. This will be for the purpose of making the second floor less punishing on failure, although making the trial more punishing the further the player gets in it. At the end of the parkour will be a gap over a wall which leads to the rest of the maze. In the timed event, a lever in a room across the maze from the parkour will open a gate that is accessed through a small, more winding maze. This event will challenge the player’s ability to memorize a path and make their way through it quickly while under a timer. The final area will have at least three or four enemy towers, but also plenty of cover. It will mostly be a stealth challenge and it will have multiple routes that all display risk vs reward principles. The routes will range between being fast and dangerous, a route that takes many shortcuts; and slow and safe, a route that will explore almost the entire circumference of the room, walking behind densely crowded props. There will also be three primarily safe areas: the starting room, which will be a large, spherical area filled with aged signs of life and habitation; a middle room with a fountain, checkpoint, and some vendors' stalls, and the final area with the win crystal. My idea of the area is an abandoned sanctuary guarding some kind of secret or treasure. As such, it would be best for the assets mostly used as props to be things like cutlery, tables, small houses, and park-like infrastructure. The walls should be the stone brick walls from the Hour-of-Code pack, and the floor should be a landscape modeled with noise and painted with orange gravel and stone brick textures. A rougher texture would be best on as many props as possible, or assets that show visual wear. For UI, I don't think much needs to be changed. The level select screen's button for the level should be gray or brown, and the rest should be about the same. This is because it would be jarring for the first two levels to have the same UI and the third to have completely different UI. For cohesion, unity among levels is best.