The document outlines the level design workflow for a retro-style sci-fi space game. It describes the inspiration from Star Trek and goal to maintain simplicity. Key stages included planning for the retro style, writing code to ensure the game functions properly, creating detailed assets like sprites and sounds, and final testing to fix bugs and balance gameplay challenges. The final game maintained the initial idea of being a simple retro space game.
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Level Design Workflow: From Concept to Completion in 40 Characters
1. Level Design Workflow
Here is an example of a Level Design workflow and how we can help people understand our
work and what the thought process was during, it is important to mention KEY TERMS AND
VOCABULARY related to games design and also EXPLAIN EVERY THOUGHT AND DETAIL on
your decisions and development.
Idea
I have decided to make a sci-fi space game. I was inspired to do this by Star Trek but
maintain a retro style of game. I am going to achieve this by maintaining a simplistic style
and a basic level of gameplay.
Visualisation / Idea
The idea of this game is to keep the game looking simple and retro. This is due to the fact
that the game is inspired by Star Trek. The aim of the game is to last as long as possible see
what score you achieved at the end.
2. Planning and Execution
The level was created to implicate the retro style “space game”. To do this the background
for obvious reasons is space however I have added a faster moving layer above the
background which gives the impression of depth in the game.
Blocking
To ensure that the game functions properly the code must be written perfectly otherwise
the game will crash; fail to load or fail to perform some primary functions. The code doesn’t
make a large amount of sense when looking at it but it is vital that the code for every aspect
of the game is complete with no missed parts.
3. Detail
This is the complete asset menu for the game. In here every part of
the game is separately compiled into a list. The sprites section of
the list is where the character’s “skin” is made at any particular
size. The character must then be drawn using multiple tools for
every pixel. The sounds are put into the game as a file such as mp3
e.c.t. The objects are the complex part of the creation process as
the coding must be done in this section of the program otherwise
the game will not function at all. As you can see by the large list of
objects I have created every individual piece of my game to fit
together with the other part of the game it is supposed to go with
for example, the player_1 obj (object) is supposed to go with the
player_1lazer.
Final Testing
The final testing to the game showed me that every component that I created works to
perfection and fits well to my first design. When others played the game they found it
enjoyable to play even though there is not a large amount to do. My layout only changed via
the size of the level and the size of the characters in the game needed to be changed as the
game was too much of a challenge. All in all the game is a good fit to my initial idea as it
maintains the design and simplicity of a retro space game. Whilst creating the game the
4. tests showed that there multiple bugs but I was able to either remove them or make them
much less present.