ePortfolio Post 2 (Level Design) - Mega Man Level

Konner Rooney

3/2024

2242-CAGD-270-03-2913


ePortfolio Post 2 (Level Design) - Mega Man Level




Level 1 - Version 1


        Original Creation and Iteration

            I originally envisioned a dungeon-like setting when creating my original Mega Man level. There would be multiple tile-sized rooms with different types of enemies and puzzles to defeat and/or find the solution to continue descending to the final room, which would contain the Energy Element, ending the level.

When deciding how to set up my level, I referenced the example Annotation and Concept Maps provided on Canvas. I also used Pokémon Mystery Dungeon: Rescue Team DX, a dungeon-crawler video game that would generate random top-down dungeons as inspiration for the level's "architecture." While it was made for a different genre, I hoped to transfer the level design into a Mega Man setting to give the end product a distinct feel. 

    When creating the level within Mega Man Maker, it took me some time to properly navigate through the different types of objects and their categories. Additionally, the controls were a bit different from what I am used to doing with my keyboard. However, once I got the hang of it, I found the level quite fun to test!

    Play Test & Critiques

        During my first iteration's playtest, the overarching critiques were that the level consisted of too many enemies and enclosed spaces and that I should focus on slightly lowering the level's difficulty. My level was also shorter than what was expected for the requirements. It was only eight tiles long, when it was supposed to be ten tiles long. At the time, I assumed tiles meant the number of blocks traversed rather than the "visual zones" they actually were. Additionally, I was too focused on trying to make my level have a unique feel to it that I forgot the expected easy-difficulty aspect.

Level 1 - Version 2


    Editing Level 1

        Creatively, I hit a rough patch with my second iteration. Combined with how condensed the rooms of my level were, the unreached tile count (which was higher now), and the overwhelming number of enemies for the expected difficulty, the solution seemed to be to just make the level bigger. However, I found myself unable to decide how to replace the objects within a room while trying this and finding a size that met the tile requirement without feeling forced. So, instead, I decided to add new rules to my level.

    Play Test & Critiques

        The general consensus from the play testers was that the new level was an improvement! However, they felt like the level was still a bit "punishing" in some areas, with some sections still feeling overblown with enemies and hard-to-complete tasks. In retrospect, I was afraid of changing my level's identity too much with the method I used and should have just upscaled the level as suggested. Additionally, I discovered that there were ways to get trapped within the level and "soft locking" oneself that I did not encounter in my first self-playtests. 

Level 2

    Original Creation ad Iteration
        
        I was relieved when I found out our second level was supposed to be more challenging! That way, I could hide behind the excuse of difficulty if the going got tough! Putting that aside, I knew that I still needed to come into this assignment with a fresh vision and try to create something that did not have the flaws of my original level.

While it backfired originally, I still liked the idea of taking inspiration from a separate game and applying it to a new execution. However, I decided to take inspiration from Splatoon 2: Octo Expansion's first of its last set of levels before the final boss. I also made sure it was not a direct recreation and mixed in more of my original ideas. I also tried to utilize more enemies from Mega Man 1 and 6, when I used only the four used in the Annotation and Concept Map I referenced for my first level. 

Before designing the level, I was having trouble choosing what other weapons to implement. I eventually decided on the Nado and O.Slider weapons since they provided both damage and mobility in limited quantities. I saw them as perfectly fitting for sections of the level with less room for error when using the standard weapon. I also incorporated barriers that require using each weapon close to each checkpoint, encouraging players to use them.

I also managed to sneak some "hidden areas" with health power-ups included if players find them!

My biggest struggle in this process was balancing the tile size with my original concepts. With the first stretch of the level, I felt like the number of blocks I was placing down was too small to reach the tile requirement. However, by the time I was approximately 80% done, I realized I was already up to thirteen tiles! Because of this, the last bit of what I planned was either fused with another part or scrapped entirely. While this generally makes it more cramped than the earlier parts of the level, I found that it serves a decent final stretch and challenge in my self-playtests.

    Play Test & Critiques

        To my delight, the response to my latest level was quite positive! The biggest takeaway from the play testers is that my level had a nice flow and an enjoyably linear path. A lot of the other levels of the groups were described to be convoluted in their critiques, with having the player go in multiple directions in an area before being able to progress, so this was seen as refreshing for the play tester who commented this The most extensive critique for my group was that there should be more power-up items around the map to refill the Nado and O.Slider weapons, which they ran out of ammo for before they reached a barrier that required it. Besides health, power-ups were not a mechanic I considered for my level! I will evaluate the level's design and try to find a fitting spot to incorporate them!

Another critique I got was from my dormmate, who commented that the first section of the level was a bit too easy for his taste, which had no enemies and a focus on parkour. While he mentioned that may just be a personal preference of his, it makes me want to see if adding an enemy in that section would be feasibly fair and fun!

Conclusion

    While I had a rocky start, I believe my latest level was unique, fun, and the right level of difficulty. I look forward to my second iteration with a much more optimistic outlook!

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