CAGD 270 - Unit 1



CAGD 270 - Unit 1

DnDMapV1



The first iteration was a completely different map compared to its final version. This version was far more linear and lacked any sort of item-based mechanics. It contained only jumping obstacles and 7 weak enemies. The only area where there was any openness was in the final boss arena.

DnDMapV2

The second iteration I changed the map entirely as I was displeased with the original layout of the level. It did not initially utilize space in an efficient manner, so I opted for more of a winding path that went from left to right. The progression of mechanic introduction was far more smooth in this version. The original introduced jumping far too harshly and was unfair to the player by making them have to make so many consecutive jumps. This version had small jumps at the beginning and slowly introduced more jumps as you made your way through the level. Enemies were also slowly trickled in to make combat more adjustable. Difficulty increased steadily through the level instead of being back-loaded like the last map.

DnDMapV3


Players
The people who played my final iteration were Marisa H as the warrior, Preston R. as the rogue, and Ross O. as the ranger.

What Went Right
One of the aspects which went right was that the path and obstacles were made clear. Players had no trouble distinguishing where they needed to jump versus where they could just walk. Items, checkpoints, and keys were all also easy to spot. The only point of confusion was about one ledge that players didn’t know if they could jump up to it or not.

What went Wrong
One aspect that went wrong was item progression. I put the holy ring too close to the beginning which made the subsequent battles very easy as players could breeze through enemies in one hit most of the time. I also put the magic hoverboard too close to the beginning which trivialized the upcoming jumping sections.


Doors/Keys
Implementing doors and keys helped to add to the interest in the level as before you didn’t have to search for anything and could follow a straightforward path with no delineation. The original version one map proved to be very boring and uncomplex. Restarting and introducing new door mechanics made the path players had to follow much more interesting.

Items
Players responded relatively well to the introduced items. I used the default items from the newly introduced rule sheet with my own custom graphics. The items, for the most part, were well placed. There were a few items placed too early in the beginning as I mentioned earlier, but overall it enhanced the experience for the players.

Another aspect about introducing items was the fact that I had to account for how their effects would change the balancing of the game. Some items were very powerful or had effects that were only useful towards the start of the game. For instance, it wouldn’t make sense to put an item that allows you to lockpick doors at the very end where there are no doors to pick.

Notable Changes
Some of the most notable changes were the entire map being recreated to have a more winding path as well as the introduction of doors/keys and items. The introduction of these other elements changed the map layout to something that provided branching paths for the players to explore. The original was far too linear for its own good which made for a boring experience. There was no given reason for branching paths, though maybe for the sake of player choice there could have been. Although, I believe there needs to be a reason for the player to want to break away from the obvious path in front of them.

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