Blog #14
Level Design and Capstone
Another day another dollar. This weeks journey has been a lot. Lighting, bug fixing, Capstone block outs, and the biggest change of all: making San Saeon multi-route in almost every portion of the level.
San Saeon: A now multi-route adventure
Level Design Update: From Linear Paths to Multi-Path Adventures
Over the past week, I’ve made significant strides in transforming what were once linear paths into dynamic multi-path opportunities that encourage exploration and player choice. These changes aren’t just cosmetic—they’re designed to fundamentally change the way players experience the level, offering flexibility in gameplay style, encouraging strategic decision-making, and rewarding curiosity. Let’s dive into the details.
Multi-Path Revolution
Water Treatment Facility Offices and Outside
The Water Treatment Facility saw the most significant overhaul. Initially, this area consisted of straightforward routes that dictated player movement. Now, players have multiple ways to tackle challenges based on their preferred playstyle:
Office Sneak or Skip: On the main floor, you can either sneak behind a guard and ascend to face a second-floor enemy or bypass the second guard entirely by climbing boxes to an open window. This choice gives players the power to prioritize stealth or speed.
Outside Route Splits: The walkway leading outside the facility now branches into three unique options:
Key-Based Access: Players who retrieved a key earlier can unlock a door to the nuclear facility, navigating its reactor pool control room.
Fan-Controlled Swim: By stopping the water fans, an underwater passage opens, leading to an intense close-quarters combat zone and a new door to progress.
Ventilation Shortcut: The eagle-eyed can discover a maintenance vent in the reactor room, bypassing heavy resistance and emerging in the power plant offices.
Power Plant Approaches
The energy plant now reflects these multiple paths as well. Those entering through the swim route or main doors will trigger an alarm and face six guards. However, the vent route offers a stealthy alternative, allowing players to skip combat and disable alarms undetected. This multi-path approach ensures a wide range of experiences, from stealth to action-packed firefights.
Guard Tower Variability
The Guard Tower section has also embraced multi-path design:
Wall Sniper or Elevator: On the wall, players can use a sniper rifle to pick off enemies or head straight for the connecting elevator, climbing ladders or bypassing combat entirely.
Direct Combat or Scaffolding Shortcut: Inside the tower, players can engage enemies on the ground floor or discover scaffolding leading directly to an upper-level window, skipping some encounters entirely.
These new layers of choice provide a balance between high-risk, high-reward strategies and more cautious, exploratory approaches.
Lighting Improvements
Lighting received a major overhaul to improve both functionality and atmosphere. I removed auto-exposure, which previously caused jarring shifts in brightness, and manually tuned lighting across the level. This ensures consistent visibility while maintaining the mood and tone of the environment. Darker areas like the sewer now feel appropriately ominous without becoming unplayable, and brighter sections, such as the Bell Tower Vista, offer a dramatic contrast to the more enclosed spaces.
Bell and Helicopter Animations
Lastly, I’ve added animation and sound to the Bell Tower and helicopter sequences. The bell now swings with weight and purpose, complete with metallic creaks and deep reverberations that echo through the hall. The helicopter’s flight is complemented by spinning rotors and an ominous roar, adding tension to its mini-boss encounter. These enhancements bring these moments to life, providing a more immersive experience.
Capstone Progress: Dillo's Dilemma
My work on Dillo's Dilemma is starting to take shape as I’ve begun blocking out the level. This phase has been all about finding the right balance for the armadillo’s platforming mechanics. By playing with a controller, I’ve been testing the maximum distances for jumps, turns, and overall speed to fine-tune the gameplay feel. While the blockout is still a work in progress, I’m using art assets to establish the environment early on, ensuring the level’s visual and mechanical flow evolve together. It’s an exciting challenge, and I’m looking forward to seeing how these foundational elements develop into a fully realized level.