Blightbound, a three-player dungeon crawler set in a fantasy realm where the death of a legendary beast that was plaguing the land just made things worse.
It turns out that the Shadow Titan, as this great monster was known, was actually something of a Trojan horse: When it was slain by a band of legendary warriors, a "corrupting fog" that turns everything it touches to evil flowed from its corpse and across the land. As you can imagine, this was a real problem: Evil was around every corner, and in order to avoid stepping in any, humanity was forced to flee to refuges high in the mountains.
Progress
Pictures coming soon!
Heatmap Document
Heatmaps
I created different heatmaps based on the playtest sessions of different playtesters. By doing this we can iterate on the power-up placement.
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I wanted to make a level that was balanced for each kind of team. We defined the gamplay space quite quickly in which we could start building the levels. I also took the 3C's in consideration in which I came up with the camera angle and playing field.
Version 1.0
Approach
I proceeded to playtest these levels, and according to the feedback that I had received,
that feedback being, that the level felt empty, I decided to follow the
idea of a playtester, and expand the thickness of the walls,
providing an extra cover point, along with additional space to experiment with the mirrors.
Version 2.0
Update:
Approach
After completing this addition and performing several playtest sessions, we were very satisfied with the result, and began to think about the world components, such as hazards, pick-ups, and the positioning of capture points. For this we chose to research reference games such as bomber man, and found the idea to have two areas outside of the first square, to make it more interesting, and decided to build it. After building it we chose to place the capture points in it and decided to keep it as the first level after some playtesting.
Version 3.0 (Final Version)
Approach
At the end of the blocking I have been doing some more playtest sessions.
I have been polishing the level by removing bugs like the collision or metrics of the geometry.
This is the final version of the map.
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