CAGD 270 - Unit 3
CAGD 270 - Unit 3
3rd Person Level - Version 1
Changes
Some of the changes that came with this version were that I reconfigured some of the jumps to have wider platforms and shorter gaps. This helped with ease of getting through the level and lowered player frustration. To balance out this change, I also added another "spitter" enemy at the end of the jumps who would shoot at the player the entire time they were jumping. Another change was that I reconfigured the ending to lead to an empty room. This helped players understand that they were at the end of the level and did not meander around back to the beginning as they did in the previous version.
Mechanics
Some of the mechanics introduced in this version were acid pools, doors/switches, jumping, enemies, and checkpoints. The mechanics I'd say were implemented well were doors/switches, jumping and enemies. Each of these elements felt balanced in this new version instead of overwhelming. The mechanics implemented poorly were checkpoints and acid pools. Some of the acid pools had parts sticking out of the ground that unintentionally killed the player when they weren't aware of them. There was also a distinct lack of checkpoints which made the level more cumbersome to traverse then it should've been as players had to make their way through a large portion of the level they already completed.
Boss Area
The newly implemented boss area will have two giant enemies which have substantially more health then their smaller counterparts. The arena will have platforms leading up to a switch that, when triggered, will raise a pool of acid that will kill the two enemies. The player may also choose to battle the enemies head on, though this will prove more challenging. There will also be two first-aid kit objects in the arena that can restore the players health to full. Overall, I aim to give the player options on how they choose to pursue the fight. This boss fight will build off the mechanics already introduced to the player earlier in the level.
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