User blog:Dessertmonkeyjk/Construct 4 - Level Design

Hello and thank you for taking a look at the Constuct blug series that nobody asked for! This time I like to iterate on the Level Design in detail and how it may vary. Keep in mind this isn't set in stone at all and may change considerably.

Before I describe the one I have in mind, I like to recap on the one it's based on.

Level Design is what determines where the player can go and how they get there. They can come in many flavors including: Linear, Semi-Linear, and Open World. Spyro the Dragon 1-3 use the Semi-Linear method meaning levels can be accessed from certian Hubs. Once the primary goal is meet for a Hub then the player can move onto the next one.

The goals involves 3 collectables with varing importance. Gems are common collectables and are required to pass the gatekeeper (Balloonist, Moneybags). Primary collectables must be retrieved such as the Talismans then Orbs Spyro 2 in order to advance. Quest collectables in Spyro 2 and 3 require you to complete a side quest before getting it. This varies alot from a race challenge to a puzzle challenge.

Now just repeating the same pattern before can be considered same-old same-old. So what should change? The way the players get these items? Unique primary collectables? How Quest collectables are retrieved?

Role
Let's say the means of transport such as a ship is broken and you'll need to get equipment in order to get it back in working condition. This was intended sabatoge and the items needed have been hidden away. The player(s) need to first figure out what these items are and then seek them out in order to continue.

Some equipment may be owned by NPCs granted they feel like helping you out. Others may be hidden about and you need to play detective to discover their location. Some parts may even needed to be escorted back to the Portal if it is heavy.

This means Portals will be at the entry point of the level rather then at the end with an NPC waiting for you. The reason for this is because the item in question could be anywhere and isn't just a straight line from point A to point B like many levels in Spyro 1-3. Instead the levels will be more freeform and enter/exit Portal will be in a spot where the players commonly passes by.

(Still thinking...)