Designing Levels for Heart and Lungs

Details to Take Into Consideration When Designing Levels
Level Design: Chuan Wang

Designing Playable Space for the Lungs:

 * Lungs require a similar space, but multiples of that space.
 * Using levels (high and low) will help break up the playable space.
 * Using bends and turns will make it impossible for players to see on coming enemies and obstacles.
 * By basing the design off a tree, the flow of player progression can be arranged in a pseudo-predictable manner.
 * Forks in the path should have distinguishing characteristics. For example, a path that ends in a chamber versus a path that breaks off into other paths.
 * Lungs will require a large playable space
 * Take into consideration of simplifying the anatomy to include less chambers to explore.
 * Take into consideration of varying the size of each chamber.
 * By having more complex chamber arrangements, the player will have to spend more time exploring them.



Designing Playable Space for the Heart:

 * The heart will require two similar spaces, with the possibility of being mirror opposites.
 * Obstacles should force the player to be highly maneuverable in certain areas.
 * Valves will be continuously opening and closing.
 * The space should force players to make a decision based off of three routes:
 * Shortest route
 * Fastest route
 * Most economical route
 * The range of playable space will determine the amount of maneuverability that is given to the player.
 * Harder to maneuver at the "top" and "bottom" of the heart.
 * Holes in the obstacles for the player to utilize to calculate their perfect path.
 * The heart will have two valves per each half. This will contribute to the amount of pressure being put onto the ship.