Posted October 25, 2025 by letsplaykay
You've reached the halfway point of my first game! It isn't much but it's certainly something.
I received a GDD to work from with the requirements listed below. Here's the inside scoop of what I got done and my interpretation of it!
Level Design
Before playtesting: The main aspects of the stealth were to use the corners, planters, and "classrooms" to hide.
After playtesting: I added columns to not only make it more difficult for the enemy to spot the player but also vice versa.
The enemies also have low visibility and rely mostly on hearing. I felt implementing this would add a bit a character and make the players ask, "Why?" Unfortunately, no one asked because they were too distracted by the goal. I'm hoping the visual elements down the line will help with this.
The environment felt pretty natural according to my play-testers, especially with the added columns. Also, the main path follows a full-circle square so the player can choose what path to take to get to the next goal. The halls with the columns are only slightly guarded, whereas the beginning area and the classrooms have none and the hall near the end is highly guarded. I wanted it to be the players choice to explore out of curiosity or stumble upon the different rooms by chance. I'm happy to say that both occurred!
The before and after playtest pictures are the first 5 provided! The original blueprint of this map is in the cover photo. The original concept was to only have one ending. After beginning to block out the level, I decided, "Let's make two endings! That will be cool and fun!" And then I changed it back to one... You'll find out why in the final note of this post.
You may never know when an enemy will creep around the corner... unless you find yourself in a classroom. Then you get to let go of that breath you've been holding.
Systems Design
The core goal for your game mechanics is to allow the player to conduct playful movement through a wide possibility space. Give the players new and creative ways for players to solve levels.
Holy moly, this part took forever. The code worked in terms of "W key makes PC walk forward," but I spent literal DAYS trying to figure out the animation for the PC. The code seemed right but it still didn't work. Thank you, teacher, for dedicating your 45 minutes to help me solve this issue. You're a real one. (Pictures #6-7)
The coding for the mechanics themselves, though, were all instructional.
Game Loop:
Can you snoop around the facility unspotted? I've heard the columns and the plants make good hiding spots.
Or will you get jump-scared when an enemy walks around the corner and spots you. Run for your life!
Oh, look, some rubble! What can you do with it? (Keys are cool, too. They open doors or whatever.)
You threw the rock! Now, laugh as you watch the enemy chase it down and cluelessly stare in its general direction.
The enemies can't see very well under their noses. Or at a distance. Or behind the plants.
TUCK AND ROLL!!
Player Advantages:
Be ready to put an L to your forehead and say "Later, loser!" But only after you've gained some distance, of course. Or run to the nearest classroom.
Have I mentioned the plants? I mean- they're currently shaped like blocks. But they'll be there. Soon... Very soon...
Ok, this is something I am actually missing...
Have I mentioned the rubble? And the Keys? And they even glow! The keys - not the rocks. Glowing rocks sound ridiculous.
Another thing added:
Also after playtesting:
Final note:
I originally had two enemies (duplicates of a generic and one boss) and two endings (defeat boss, collect final key, leave OR defeat boss, collect final key, back track to find secret ending). However, the more issues I ran across, the more I realized that it may be a bit too advanced for me right now, but it may be something I implement in the future to improve the game. It is my very first genuine game, after all! It's going to be buggy and it's going to be messy, but that's okay. What matters right now is the time and effort I put into it.
- your noob game dev
<3