Lego Bricktales

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Responsibilities

Design Goals: Create dioramas with unique central elements and pathways, affording activity insentives in the context of the story and whether on not there are any current activity flow gaps.

Community Levels

Wizordum

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Watch a complete uncommentated playthough of the level on YouTube

This level was built as part of a community mapping event jam. The challenges were:

Since I was a new player to the game itself, I designed the level around it being a new player experience as well.

Transfer of learning

The first area of the level is designed for the player to develop the fundamental manual skills like controls, and fundamental causal induction.

Exiting the starting area requires the player to learn that bushes can be destroyed (causal learning). If the player follows the bloodtrail around the corner they see the bloodtrail ending by an unusually textured wall and can attempt to destroy it (active intervention) in order to uncover a secret area (reward).

Causal learning I can break bushes
Inductive Generalization I can break environmental objects
Near Transfer (extrapolation) I may be able to break (certain) walls

Game Prototypes

Mothertower

Mothertower is designed as a web game, where the player can play very short play sessions while feeling they've done something substantial.

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The game is a part a turn-based mining game and a tower defense game, where the player must determine how to best utilize the 20 given turns in the mining phase to best prepare for the tower defense state.

  • The maps are filled with various types of eggs that become enemies in the tower defense phase.
  • The maps are are also filled with building resources used to build block onto the tower that provides various defensive properties.
  • When the player completes a level, they can pick one tower block of the ones they've built and add it perminently onto the tower in the boss level at the center of the map

Yet Another World

Made for LD Jam 13.

This tech level design prototype was made to experience how it is to block out 3D levels in the Godot engine for level design purposes. However I also wanted to get to know the engine centric features better, and so everything was coded from scratch so less time went to actual level design and more into getting the game systems to work.

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I sought to learn the following Godot Engine features I still had not fully explores yet -

  • Signals
  • Groups
  • Viewports
  • Components (as nodes in tree)

You can clone the project from Codeberg.

The core design experiment was to have two worlds, - a "real" world and a "disc" world - where the stamina and health are connected. Take a fall in the disc world, you lose energy in the real world that keeps you awake and playing the game. The more special moves you do, the fed level decreases.

The player must run though the level to the finish line before the time runs out to beat the game. But time moves relative to what the player does:

var tick_defaults: Dictionary = {
	"Walking": {
		"energy": {
			"mode": StatUseMode.use_mode.USE,
			"tick": 6.0,
		},
		"hunger": {
			"mode": StatUseMode.use_mode.USE,
			"tick": 6.0,
		},
	},
	"Gaming": {
		"energy": {
			"mode": StatUseMode.use_mode.USE,
			"tick": 2.0,
		},
		"hunger": {
			"mode": StatUseMode.use_mode.USE,
			"tick": 6.0,
		},
	},
	"Sleeping": {
		"energy": {
			"mode": StatUseMode.use_mode.GAIN,
			"tick": 0.25,
		},
		"hunger": {
			"mode": StatUseMode.use_mode.USE,
			"tick": 8.0,
		},
	},
	"Eating": {
		"energy": {
			"mode": StatUseMode.use_mode.GAIN,
			"tick": 8.0,
		},
		"hunger": {
			"mode": StatUseMode.use_mode.GAIN,
			"tick": 0.25,
		},
	}
}

If the energy or fed amount goes to 0 the player faints and needs to start running from the start of the level again, but they keep the powerups such that they can do the run faster on the next go. You can find energy drinks and food in the disc world to regain energy and becoming fed in the real world, but some times the player must exit the disc world and eat from the fridge or sleep on the bed. However this causes time to go faster, which means the player may not finish the game within the par time.