Sleepwalker Dev Diary #1: The game and level design of Sleepwalker

In the last months I’ve developed a new version of my platformer prototype, Sleepwalker.
I was pretty happy with the first version, although I had some ideas to make it more complex and fun. Therefore, I started to work very hard on the design in order to build different levels, puzzles and mechanics. I listened to some of the feedbacks I got and I expanded them to fit the new game experience I had in mind.

The game is about a character that it is running through the levels. The main goal is to reach the end of the level and grab every pickup. Every level is scattered with dangerous situations (falls, moving platform, spikes,…) and obstacles that can be solved to get through.

Sleepwalker_planeNow, every puzzle has at least a couple of variations and has been balanced to make the player learn how to play from scratch to mastery. In order to do this, I spent a lot of time improving the scripts and finding a way to design levels from zero, using only creativity and the macro design document.

The macro design document is a spreadsheet I used to track the mechanics in every single level. It helped me a lot in deciding the gameplay focus and the direction I wanted to take, because sometimes it was very hard. When you work alone, you are completely free to experiment and create as well as let everything go, so you need A LOT of discipline to complete a step and reach a specific point of your project.

My goal was to give to the prototype the structure of a true game: multiple levels, a beginning and an end, fun and consistency from a design perspective. Some of these things can still be improved, and I will because a new version is on the go and I would like to implement another important aspect of Sleepwalker: the story.

I have been working on Sleepwalker’s story from the very beginning, but I will share more details as the development proceed.

For now I’ve decided not to publish this version of the project, so if you want to play it drop me a line.

Sleepwalker (in progress)

Sleepwalker is a platformer game prototype, my very first autonomous project in Unity. I’ve developed the version 0.3 of the game in 20 days. The longest part was scripting movement, events and behaviors, which have been implemented to create and test the mechanics. At this time I’m experimenting a more creative approach to game and level design together with the development of Sleepwalker and other projects.

Time:
v.0.3 in 20 days

Tools/Software:
Pencil & Paper
3ds Max
Unity 4
Prototype for Unity

Roles:
Modeling
Level & Game Design
C# Scripting

PLAY SLEEPWALKER v.0.3

(click here to open the game in another window)

The Inn

It tooks me three months to complete my first scene in Unity 4. I dealt with every aspect involved into the development. Everything started with Game of Thrones and those beautiful horn glasses they use to drink wine and brew. So I begun to draw some sketches, find reference and then I started to model every single asset. An executable build is available on request. It comes with full SFX and cameras management.

 

Time:
3 months

Tools/Software:
Pencil & Paper
3ds Max
Photoshop
Unity 4
GoldWave
Windows MovieMaker

Roles:
Modeling
Texturing
Level Design
C# Scripting for Cameras Management and Menu

– Reference Boards –

– Sketches –

– 3ds Max models –

– Screenshot from the final build in Unity –