Resident Evil 2D - Enter the failed attempt at designing a level...
Well, semester 2 has rolled around, and what's the first thing I decide to do? Mess up. Good going! Let me explain. Here's an excerpt from my Resident Evil 2D adaptation document: I’m going to create a 2D level design for the beginning of the game, which mainly features progression through the mansion. To do this, I’m going to watch a playthrough and look at some guides so I can jot down the main beats to hit, as well as plan out how to adapt the area and the puzzles. The main important things to keep in mind are: 1. There needs to be multiple rooms to explore at one time 2. Generally, the item or puzzle you need to advance is within your vicinity, even if that’s not immediately obvious 3. Shortcuts need to be planned so they can open as the player progresses, and make backtracking easier I decided that a good approach to take would be making notes on top of Daniel Engel’s map (which I showed earlier in the document) whilst watching a walkthrough of the game on YouTube. A...