Devlog 26: Level design Hey! Welcome back to the Way to Yaatra devlog thread, today we are going to talk about the process that
we have followed to create all the levels and how we applied this on our game style.
We started talking about the main idea of the level structure that was going to be in the game. At first it was going to be a metroidvania style, due to the thought of creating levels that communicate with each other and that had a sense, regarding the route or areas that could not be reached within a level until a new skill was found advancing within the game. This led us to backtracking within the game itself, as occurs in Ori and the blind forest.
However, we left this idea behind and decided to carry out a small mix of concepts, reaching the situation we are currently in, where there are a total of 22 levels. Within these, we will find a total of 3 unlockable skills that give us new spears and a combat with 3 different bosses, at the beginning, middle and end of the game.
Once we had the structure, it was time to follow a method to design these levels and that they were both fun for the player and that they taught well all the elements that we wanted to show the user. To do this, we follow the design structure called Kishōtenketsu.
This summary structure proposes to show one or more elements in a simple way to the player to from that moment begin to show it in an evolved and expanded way, and in turn make evolutions to said expansions.
In this way, consistent and solid levels have been achieved and most importantly, fun to play.
Then, metrics were carried out to be followed exactly to be able to carry out these challenges in a professional way and with a fair and consistent finish for the designer and the user.
Finally, before implementing the designs in Unity, they were carried out in the draw.io tool to be clear about how they would look before introducing them and see if these metrics were well applied.
Here we leave you an example, we hope you like it!