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Level Up.pdf

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78 LEVEL 4 You Can Design a Game, But Can You Do the Paperwork?<br />

Color map: Green (trees), brown Color map: Red (lava), brown<br />

(trees/rock), purples (tombstones) (trees/rock), purples (tombstones)<br />

Enemies: Skeleton (basic), sword Enemies: Skeleton (basic),<br />

skeleton (red), skeleton (axe), skeleton (axe), sword skeleton<br />

ghost, zombie (basic), wooden (red), sword skeleton (blue),<br />

coffin, chest mimic skeleton (guardian), zombie<br />

(basic), raven, ghost<br />

Mechanics: Holy ground, Mechanics: Holy ground,<br />

breakable tombstone, breakable breakable tombstone, breakable<br />

torch, breakable crypt lid, breakable torch, breakable crypt lid, key<br />

rocks, Achille key statue, key lock, statue, key lock, opening gate<br />

opening gate (door), opening gate (door), enemy coffin, floating<br />

(cave), prize wheel, treasure chest, platform, prize wheel, treasure<br />

locked chest, hidden chest, end chest, locked chest, hidden chest,<br />

plinth end plinth<br />

Hazards: Unholy ground, Achille Hazards: Unholy ground,<br />

statue, fall - away ground, skull swinging gate, skull tower, flame<br />

tower, breakaway bridge, deep jet, lava pit<br />

water, lava pit<br />

Power- ups: Koin, koin bag, Power- ups: Koin, koin bag,<br />

diamond, death koin, spirit, life up, diamond, death koin, spirit, life up,<br />

flametongue, shield recharge, flametongue, shield recharge,<br />

sword recharge, half health, full sword recharge, half health, full<br />

health, iron key, gold key, armor up health, gold key, armor up<br />

Abilities: Second strike, mighty Abilities: Second strike, mighty<br />

blow, magic bolt, doomstrike, foot blow, magic bolt, doomstrike,<br />

cheese throw shield<br />

Economy: 200 koins, 2 death koins Economy: 200 koins, 1 death koin<br />

Bonus materials: N/A Bonus materials: N/A<br />

Music track: Graveyard 1 Music track: Graveyard 2<br />

When you compare two or more columns of a beat chart together, certain<br />

patterns start to emerge regarding the introduction of new enemies,<br />

mechanics, items, and abilities. You can then identify deficiencies in the<br />

design and start to move elements around. Filling in holes here, shifting<br />

bloated areas there.<br />

Here are a few things to look out for:<br />

• “ Clumping ” : too many new enemies or mechanics being introduced at<br />

once. Spread these out over the course of the game. Remember, the<br />

first level of the game is always going to have several elements, so it<br />

technically doesn ’ t count.

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