Brief Info
Engine: Snap Editor (Doom 2016)
2018/9 - 2018/10 (1 month)
~65 hrs
Final Result
Level Layout
Post-Mortem
What Went Well
The encounter design successfully guides players to roam around the level in an interesting way
The interactable environment is a good touch
Reuse part of level but in another direction to make the different gameplay experience
Use pickup, lighting, color, guidelines to guide players
Transition – Arena – Transition – Arena – Transition -… Layout to help to control the game pace
What Went Wrong
The pickups have precision issues, where they sometimes clipping into construction at run-time
Too many FXs, results in framerate loss sometimes
Too many LoS blockers, results in AI sometimes unable to navigate properly
What I Learnt
Encounter Design can help control the game’s pace
Encounters need to guide players to roam the level in an interesting way
The scarce and variance of pickups should be increased to push the emotional curve to the peak
Comments