The prototype of the Kid Wonder is going to have several different types of areas where the player can explore. They are not exactly levels per say as it can be viewed as different areas of the world that the player (Luke) has to survive through, in order to save his sister.

The pictorial representation of the levels will somewhat look like the figures below, depicting the various UI elements included and also the look or the visualization of the world living up to the darkness of its name.

proto.png

To talk about the level design of the worlds:

  1. The design of the level is going to be in such a way that it enables the player to explore around it with his/her own freedom but also presents several challenges in the middle which the player has to adapt to or figure an easy way around it.

The Purpose of Levels

  1. The levels are built with a purpose to enable the player to get the purpose of the game, the theme behind it, the genre that the player is going to dive into and also to make the player experience a different game feel than compared to the other 2D Side Scroller games.

The Kinds Of Levels

  1. There will be different kinds of areas/regions that the player will be presented to fight through with Luke. There will be few areas where the obstacles such as traps or tricky pits will make it difficult for Luke ( the player ) to cross or pass through. And there will be few areas where the player will experience the raw taste of brutal combat with different kinds of enemies and boss enemies as well.

It will be a mix of combat and traps where the player will have to use their mind as well as combat skills in order to get out the area alive.

Process of Designing the Level

  1. The level design will include various smartly placed traps and mini puzzles which will engage the player to maintain his/her complete focus on the game to experience the maximum game feel. The enemies will be challenging and the abilities of Luke will be the players’ way out of fighting through the level.

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                                                *       **Ref. Phantom Split***

External Goals

The external goals are not like any other classic 2D platformer. The external goal would be mainly to pass through a region alive but at different costs. In some levels, you would only clear a level or go past it only when you have acquired a certain amount of points in order to unlock skills that would help you to defeat stronger enemies in the upcoming regions. The player would have to earn their way out by either gaining the amount of points or buy finding a “pass me through” key hidden in the level which would be the part of the internal goal.

Internal Goals

The internal goals in levels would be more closely related to the mini puzzles or traps such as finding a key to unlock a certain door or switching the position of a ramp in order to get over it and escape a certain enemy. You have total control over these goals unlike the external goals.