HIDDEN COMPASS CROUCHING BOID
OVERVIEW
This map was put together using Unity, made for the purposes of testing the effectiveness of different methods for guiding a player through a level. I used 6 types of environmental signifiers; sound, lighting, movement, guiding lines, brightly coloured objects and a weenie (point of reference). I recorded 10 playtests and wrote a full breakdown and analysis of the levels effectiveness in the document linked below.
CREATION PROCESS
(Click Image For Analysis)
I started by drawing a map on graph paper, once I was happy with the layout I then drew it up on photoshop, then I evenly place markers for guiding forces throughout the layout.
I imported the image of the map into unity and used it as a guide placing cubes where the buildings would be.
I added the guiding forces like lighting, guiding lines etc, and replaced the floor with uneven hills and stairs to draw the eye and create more recognizable and distinct streets.
I then added an opening area to introduce each one of the guiding forces to the player, this way there is little to no chance of the player missing them.
WHAT AND WHY
(Click Image For Analysis)
I chose to it set on a floating island to save time on the creation prosses by not needing to worrying about the landscape outside of the playable space. I set it at dusk so I could have an excuse to use street lamps whilst keeping less illuminated guiding forces clearly visible in the light of the dying sun.
One of the most important and hard to miss guiding force would be the Weene a name coined by Walt Disney. its function is to be a clear point of reference, so the player knows where they are at all times by gauging how far away for the tower they are, not only that but the player will also be intrigued by its mysterious nature and gravitate towards its base, which is ultimately the end of the level.
For the most part, the color pallet of the map is grays and dull oranges, this is so I can make brightly colored objects really draw the eye and hopefully get the player to check it out.
Guiding lines being the most subtle of all the guiding forces, feature numerous times to funnel players in certain directions by pointing/leading the eye in a certain direction.
In a silent environment, sound Is rather alluring and is a good source of intrigue for the player, drawing them in.
There are a few creatures in the map that once approached will fly/roll towards the end of the level, this motion is to hopefully make the player pursue them, thus luring them in the correct direction.
Lighting is a strong and reliable way of guiding the player, also on his map, I intentionally made the brightness of the light less overbearing than normal lights, to give the over guiding forces an even chance of grabbing the players attention.