Tutorial Level Design
Research
Games Research
Portal
Portal is hailed for it's great tutorials. It also has the primary mechanic of using portals. Using Portal as a reference, the game introduces it's mechanics in isolated rooms which allows the player to ease into the game. The first room has huge inspiration from Portal and using the methodology of showcasing rooms in isolation.
As shown above, the player is in an isolated space where they can figure out the controls and be introduced to the portal mechanic at their own pace. It uses this same show and tell style of teaching throughout the game.
Planning
Thought Process
My thought process for the tutorial section was to layout all the mechanics for my game and teach them through simple puzzles.
In the first room I'd teach all of mechanics but at the most basic level. Basic movement, the button system, portals and physics cube would be taught in the simplest and most basic environment.
The second room would teach the mechanics again but it teaches how the elements work together. This would teach the player how cubes and the player walking through the portals on different surfaces. It'll also show off the gravity manipulation in a very simple environment.
The third room slightly ramps up in difficulty by introducing the potential of the gravity manipulation. The room would be small, but the player would have to solve a puzzle using the button, gravity and physics cube. This room is meant to show case the potential of puzzle design and the kind of puzzles the player will have to face.
The final room is meant to be a raw example of Non-Euclidean Geometry. It's meant to incorporate all the core mechanics and show of the Non-Euclidean aspect and finally prepare the player through the full game.
Room 1
Flow of the room
For Room 1 I specifically planned out the order in which I would teach the mechanics. I wanted a simple basic play space and sequentially introduce the player to the physics cube, button system and portals.
Teaching cubes and buttons to the player
I would start the game off by having a smaller room with all the base mechanics in the game. The player would have to interact with a cube and place it on an elevated platform teaching both the controls and mechanics through gameplay.
The full room
The idea was to use Portal's method of showing the interconnected rooms. This way the player knows exactly how all the mechanics work.
Room 2
The full room
This room is meant to teach the player how the portal can affect gravity and to provide an intro to the Non-Euclidean effect.
Room 3
The full room
The third room introduces a simple puzzle in the Non-Euclidean room. The idea is to enter through the portal and manipulate the cube's gravity to push the button.
Room 4
Level flow with critical path
The last room was meant to be a maze that shows how complex levels can be with the Non-Euclidean mechanics. I first planned out the flow the level, with what platforms or areas the player could enter, what were portals and what were dead ends. After wards I built each area and interconnected the portals to create the level space.
The full room
Get Perception
Perception
A Non-Euclidean Level Design Exploration
Status | In development |
Author | Littlebath |
Genre | Puzzle |
Tags | Casual, First-Person, littlebath, non-eucledian, perception, Short, Singleplayer, Surreal, Unity |
More posts
- Puzzle 2 DesignMay 09, 2022
- v0.4.2Apr 25, 2022
- Puzzle 1 DesignApr 23, 2022
- Hub Area DesignApr 23, 2022
- v0.4.1Apr 23, 2022
- v0.4.0Apr 23, 2022
- v0.3.9Apr 23, 2022
- v0.3.8Mar 29, 2022
- v0.3.7Mar 29, 2022
- v0.3.6Mar 29, 2022
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