Level 2 Design¶
This sprint Ive been busy polishing the game by working on UI elements, as well as spicing up enemy behaviour by adding enemies who move in different directions and shooting enemies.
With the addition of these new elements, I have made different designs for how I can implement the new enemies in challenging ways for the player.
Design 1¶
In this image, the red line is the regular enemy while the yellow line is the shooting enemy. The player is the white triangle.
With this design I aim to lock the player into a smaller playing space while defending the shooting enemies. This way I hope to challenge the player by making them dodge bullets on a smaller field.
Design 2¶
In this image, the red line is the regular enemy while the yellow line is the shooting enemy. The player is the white triangle.
This design has the same idea as the first, but this one has a bigger playing field. This is beneficial to us, since we can now use more shooting enemies then in the first one to challenge the player. The defending regular enemies also still apply here.
Design 3¶
In this image, the red line is the regular enemy while the yellow line is the shooting enemy. The player is the white triangle.
This design aims to punish players who just stick to the middle. Like the first it also limits the players movement, but now by locking a player to 3 smaller zones to the sides. There is also a shooting enemy in the top who is shooting at the player.
Conclusion¶
In my level I will likely be using design 1 and 2, as they sound fun and challenging. Design 3 is also interesting, but I fear the smaller zones made by the enemies going diagonally are going to be too limiting to the player in order to be fun. Since our game works in waves, I can also implement multiple designs and expand on them in game.