Challenge :
Due to the early stage of the projet and the direction, TSB Next's main challenge regarding Level Design was to answer both the desire for "large and appealing maps " with a light and non-definitive gameplay and the mobile support aspect (controls, performance, game time…).
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Objective:
- Designing an interesting play environment making a good use of the few gameplay elements.
- Highlighting the voxel Art style while avoiding TSB Legacy's weakness (too empty or inequal, lack of readability and affordability)
- Keeping the environment and workspace versatile to accomodate for any direction change.
- Ensuring a smooth experience on mobile (performance, touch control friendly layout..).
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Approach : What gameplay to highlight?
Controls : Double jump, run, pick up ammo/health pack.
Gameplay : Kill zombies and players for points while staying alive.
With the lack of crouch/dodge and reload, and instant hit shot (no ballistic or bullet travel) & with an auto aim, the gameplay is quite different from standard modern shooter :
- The first player to find & hit the other is usually the winner.
- - Fights in themselves are less strategic in favor of hiding and timing.
Consequently, I deemed levels should focusing on rewarding the knowledge of map, good use of corners and covers.