CAGD 270 - Simple DnDMap v1 - 2/12/2023


  The people who play tested my map DND map were Muhammad Salaman and Angel Suazo. Muhammad was playing as the rouge class and Angel was playing as the ranger class. Some of the things that went right in the playtest where they were able to defeat the regular enemies without spending too much time on them. Another thing is that they were able to use some of the shortcuts that were on the map if they wanted to, the first split with the blue wall and the enemy. 

What went wrong is that the layout of my level was too linear and did not provide enough use for the abilities like jumping. I also did not have any place for the plates to look for items like a key for a door. Another thing that went wrong was that towards the bottom of the board, I did not show the plates the whole hallway and so they were unable to see the options that they had for the path they wanted to take. I also had the final boss in the middle of the map which meant if the player took the shortest route through the map, they would run into the final boss very quickly and be completely surprised by running them. This will help to improve my map by allowing me to move some of the enemies around and change the map a little bit to implement some more mechanics to the level.

The critical path was obvious in the beginning as they were only given the option to go left or right once but that option was only to decide whether or not the player wanted to fight the enemy or to skip it. Later on, in the level, they were given the option to choose one of three different paths, but I messed it up and did not show the player the different options that they are given. I would say that with it being a tutorial level and there not being as many enemies I did have the regular enemies not too powerful but also not too weak. I did this because there were very few enemies, and the player is given an option where they would only have one mandatory battle with an enemy before they are in the final boss fight.

With the player moving in a very linear path, the flow of the map was very simple and easy as the player was not given the option to explore the map and get lost. The player was given one route and they were basically forced to stay on that path. There were no other rooms the player could enter to see what was happening there was only a long hallway and that was the only path for them to follow. 

At the beginning of the level, it is very obvious where you are supposed to go but when you get to the bottom of the map things start to change. If I was to not mess up and I was to show the player, the path at the bottom it would not be so obvious where the player is supposed to go because they are given three separate paths and the player would think that those plates could have different outcomes. Unknown to the player though all three of the paths lead to the same place and have the same enemies in them, one regular enemy, and then they go to the final boss.

Some of the rule mechanics were taught to the player like battling, light, and also jump but the players along with myself did not remember the magic attack that they could do. I also did not implement any hazards into the level for the players to use the float ability.

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