week 4

The core principles of level design

In the first class, we talked about level design. It’s not just about how to design levels and integrate mechanisms and games, but also how to guide players, give them hints and motivation to move forward. The teaching and guidance of levels don’t have to be obvious; they could be abrupt enemies or explicit hints. Level design is diverse and can be done in different ways. Meanwhile, the methods of level design will also vary in different games. The core concept of level design is
Flow: Designing the Player’s Journey
Affordances: Defining what’s possible
Guidance: Visual and spatial cues
Gating & Keys: Structuring progression
Difficulty Curves: Balancing challenge and Flow

Group activity: Hierarchical flowchart

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In “Let’s Design the Level”, my team members and I thought about various ways. First, we set the birth point as the cemetery because it was very mysterious. Then we began to think about the way to enter the next level. Subsequently, we decided that we could jump in from the well or go to the village. Underground, there is a new level that connects to a stream and leads to the final level. In the town, there is a possibility of being locked in a dungeon for some reason to face the ending. After defeating the big boss from the small boss to the final level, it can be over. I don’t know why it feels a bit like Dead Cells

In the chapter of writing the story, my companions and I brainstorming in various ways to create this fantasy story, our story begins on the lonely moon of Visma.
A oly place of the gods From the temple of ages to the sunken aily of Olsasserine. you’ll find the survivors of the apocalypse.In this world, magic is -common. danger is otherworldly an ily life is lways a risk.It’s a lot like a myeh.People here are hopeful that the revolution will succeed ut saboteurs may be amang us.