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3D level 2 v1 Feedback

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  3D Level 2 v1 Feedback 1 December, 2022 In today's class we did our playtesting for the first version of our second 3D level in CAGD 270. This was definitely a fun one to playtest due to it being our third time working with these materials and we were tasked with making it a harder level as well as it being a medieval theme all throughout the level. This is an image of my whole map from a bird's eye view: With that being said there were some things that went right with my level today. The first one being that people liked how challenging my parkour and tightrope sections were because they felt like it provided the right amount of challenge that the requirements were asking for. Another thing that went right was my UI elements. The last couple times that we worked with this formatting and material layout, I forgot to put in any UI elements so I was nervous that it wasn’t going to work this time. However, I was able to make it work and figure it out so that the players feel imm

3D Game Level 1 v2 Feedback

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  14 November, 2022 3D_Game_Level1_v2_Feedback In today's class we did another playtest of everyone's 3D designed levels. These levels were the second and more improved versions of our first 3D level. I playtested a lot of people’s levels and saw some pretty amazing projects. Also, I had a good amount of people playtest my level and I received a lot of amazing feedback on what to improve on and what I did great at as well. The image below is of my whole level: Going off of what I mentioned above, there were many things that went right with my playtest today. The first thing that went right was the fact that the enemies were moving without any flaw today. I was super worried that I wasn’t able to fix their movement problem from last time, but I was able to figure it out right in time for the playtest. Another thing that went right was I fixed my issues with the acid as well. My acid was not killing the players in certain areas, so I managed to fix the hit box of the acid and mad

3D Level 1 V1 Feedback

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  In today's class we playtested everyone's 3D levels today. This was a cool step because we had never worked on a 3D level before and being able to playtest everyone's levels was very fun and interesting. Our levels only had a couple of requirements. Those being: it has to work, there have to be enemies, it has to be Sci Fi Jungle theme, and it has to be around 10 minutes of gameplay. Other than that we were free to explore and create a world of our own. The image below is of the top view of my whole level: Moving back to the playtest itself, there were many things that went right for me and my level. I was having a couple problems with my NavMesh when making my level that caused the enemies to not move, however, I was able to figure it out and to see the enemies move while people were playing my level gave me some relief and made me happy. Another thing that went right was my level provided a little difficulty. I know that this level is supposed to be an easy level but I

Mega Man Lv2 Feedback

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Today in class we tested out everyone's second levels of Mega Man. This level was supposed to be a harder and more advanced level. This level also had to have a jungle and/or forest type of theme to it. Some things that went right in today's playstesting would have to be happy the players looked when playing my level. I was worried that some people might say that the level was too easy and get bored while playing it. However, I got a good amount of feedback that mentioned how there was a good challenge to the level as well as relaxing times too. Another thing that went well was how difficult my level got. I purposely made a couple parts very annoying just to make the players make strategies to try to defeat the challenge at hand. This ended up working and that's why it was something that went right. Something else that was good was the end of the level. I was worried that I made it a little too easy, however people were struggling a little which was all a part of my origina

MegaMan Level 1 v2 feedback

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  In today's class we tested out our second versions of our first Mega Man level. There were a couple of things that went right and a couple things that went wrong with today's playtesting. Some things that went right would be how people enjoyed the 2 secret rooms that I added onto the level. I decided that there was not enough health on the map so I added a couple of secret rooms that had some spare health in them. The people I saw playing my level said that they enjoyed this new feature. Another thing that went right was my ending of the level. In the first version, the end of my level was really boring and there was not a lot going on. So, I added a couple of enemies at the end to spice it up. With that being said, I got a lot of positive feedback on this part of the level and that made me happy.  This is an image of the end of my level: On the other side of things we have what went wrong. There were not that many things that went wrong but I was informed of a frame glitch t

MegaMan Map V1 Playtest

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  In class today, my classmates and I were instructed to playtest each other's Mega Man levels that we had to create from scratch. These levels were designed to be beginner levels/ starter levels. I had about 6 people playtest my level today and I got some great feedback from all of them. With that being said there are a couple of things that went right when the playtesting occurred. The first thing that went right was the challenge of the level. I was a little worried that my level would have been too easy even for a starter level, so I was happy to see that some skill was needed in order to complete the level. Another thing that went right was the 3 different paths that the players could take. I made all paths possible of course but I kept the play-testers on their toes because they were never sure what path would be the easiest to go on to win. Each path leads to the end of the level, but it was still interesting to watch their progression and reactions. This image is of the spa

DnD Map V3 Prison Break

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  Today in class we tested the third version of our DnD maps. This was also our final version for these DnD maps. For this map, we started at square one again and built a whole new map from the ground up using the knowledge and feedback that we had obtained from the previous 2 level designs. Usually, when we have playtested in the past, we have been in groups of three. However, there were an uneven amount of students in the classroom for my group to have 3 players. So I only had 1 player and he was Aidan L. who played two characters. The characters he selected were the Knight and the Mage. The Image is of the entire map: I was very excited to test out this map and all of its features. With that being said, many things went right during the playtesting of the level. In the first room I made the player face a somewhat challenging opponent so that they would lose health early on and use one of the potions that I had scattered all over the map. This would show the player how they can heal.