Dev Log 2-3


During the recent game design process, I have encountered many new problems. I will explain them all here.

First of all, it's the fact that having some knowledge of indoor furnishings is essential when creating indoor levels. One of the levels I designed recently was a residence. I found that when I was working on this level design, I had to refer to some interior design plans on the internet. For example, the location of doors, the difference between a dormer window and a floor-to-ceiling window, and so on. These are things that I have not encountered in my previous design experience. So I also went to observe the interior level design of some games. There are many games that focus too much on the design of the game level, but neglect the rationality of the interior design. For example, an apartment with a living room but no windows is a very counter-intuitive design. While it is important to control the pacing of a level in level design, sometimes you can't completely ignore the intuitive interior design. Balancing the two is an important issue in level design.

Secondly, I still have a lot of room for improvement in puzzle design. The main reason for this is that I haven't been exposed to enough puzzles in my life. In the process of designing, I seldom think of the right direction when I encounter bottlenecks in the design. This is very fatal in design. I need to be exposed to as many types of puzzles as possible. This includes puzzles with patterns, numbers, space, and more. The combination of this knowledge will also help me to find new ideas when I encounter new problems. More exposure to puzzle games or trying out different math puzzles might help me hone my skills in this area.

Comments

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Trying out different puzzles is definitely a good way of honing your design skills with them. In general, I think they're great for design because you can analyze what makes a fun puzzle if you're playing a good one, and what makes a puzzle not work if you're playing a poor one. For a lot of people, the "click" of a clever puzzle's piece falling into place is an important part of puzzles, and learning to replicate that is a task in itself. It's great experience for basically any game project. I'm excited to see how everything turns out!

I think its a great idea to incorporate real and functional floor plans into your level design. It not only adds realism, but players can feel familiar in the environment and intuitively understand where to go next. Drawing inspiration from other puzzle games is also very hard to do with the lack of exposure, hopefully you'll have time to study different kinds of puzzles in the future after finals.