Level Analysis - Cliff Town of Spyro Reignited Trilogy
3D Level Analysis: Cliff Town
Before you read - 0:
This level is from Spyro Reignited Trilogy, Cliff Town
The map is drawn in 3D using SketchUp, but the overall scale seems off after I finished. I attached the project file in the zip file
The collectibles and enemies are too small to see in top-down maps
Map - 1:
A top-down map from online
Top-down map from me:
Black and White Section 1
Green and Orange All
Scale of the level - 2
The sections 1 and 2 are About 120 - 150 Spyros, times 50- 70 Spyros, while the height is unknown. Section 3 is about 40- 60 Spyro, times 70- 80 Spyros. Overall, the scale of the level is not huge, but it utilizes the spaces really well.
Mechanics Introduced - 3
Gliding(A bigger one)
Pickups - 4
Enemies - 5:
Dragons - 6:
Enzo(Tell players that fire attack could not burn metal)
Halvor(Guide players to section 3, which located across the river)
Marco(Tell players to glide on the rooftop)
Level Design Analysis - 7
While I am playing:
See Layering mechanics part
After talking to the dragon, players would realize that across the river side is more than just background decoration, giving them new sections to explore. The camera pans a little toward the new area. The big building and the dragon statue could be considered as another big weenie on top of section 3.
After players landed on the new section, the first thing come in sight is the dragon statue, its color and shaders are so easy
When players reach here, which is the highest point in the Cliff Town according to the dragon. In players eyesight, all the rooftop collectibles in section 1and 2
If they reach the edge of the platform, they could see the glint the gem on the back of the castle, but they are still somewhat hard to notice.
When players reach this point, the level loops back to the beginning. Almost all the rooftop of buildings in section 1 and 2 becomes another challenge. Letting the players start practicing gliding, and making them explore the spaces again.
There is one special chest which Spyro could not open it by charge and fire attack. It is required by burning the fire cracker in the picture, which is a small weenies as well since the fire cracker looks so different than the background.
After I played
The level has a pale yellow color theme and palette. The interactable objects are very distinguished in terms of colors and shaders. Players knows what they could interact and where they could stand.(Is it intentionally to make the water purple black?)
Make enemies self-explanatory.
Utilize the dark spaces well. The level did not intentionally hide objects. If the place is darker, players are more likely to explore it before going the main road.
The theme of the level is “jump to complete, learn glide to collect”. The level is really easy to complete, players don’t even need to explore the whole level. The whole section 3 and rooftop are challenging routes to reward players who are good at gliding.
Set up convenience points for players, to prevent labor works(running back all the way to section 3)make players lose interest in exploring.
The top of the chest and pot are slippery to prevent cheating.
Create surprises, some areas that are not accessible at the beginning become accessible with some help. Section 3 looks like a background to me until I reach the weenie. Some chests and gems also are not quite noticeable at the beginning, but if the players turn around or they reach higher point, they look very obvious with glint and open sight, which creates a feeling “Wow, how did I miss that?”
There are many areas just “barely reachable”, giving players the feeling that “I am awesome!”
Eyesights are really helpful, though the level is relatively small, but the building blocks the spaces so there are different paths for players to navigate, slicing the spaces with different area to let players to feel
The level is big in terms of depth, it utilizes the spaces really well. When players loop back to the beginning, it feels like a different level waiting for them to explore, since the main mechanics change from jumping to gliding.
When players collect gems, there is a number to indicate how much you collect
Layering Mechanics - 7:
Level Design Methods Sprite Sheet - 8:
MethodUsesBrightnessThe beginning, from dark to brightWhite RabbitYes, the thief, and I hate itColorThe collectables are much more different with environmentBreadcrumbsThe gemsPinch PointsThe bridgeWeenieYesAttraction PointsThe chests on the rooftopCollectiblesYes, and they glint from far awayEnemy AI(Chasing)If Fat Lady sends out Pueblo counts?Enemy has something you needThe pot from Fat LadyShow GoalIt is shown at the very beginningLimit ViewYes, different building limits the eyesightProvide OrientationThe dragon leads the wayCreate boundariesThe small statue creates air wallAssist AIsThe dragons, and the guide treasure direction
Doubts and Questions - 9:
Some collectables(The one in the back of the starting point) are so hard to find. Though players could see the glint of the gems from far away, and there are guide treasure features, they are still very hard to find. How to to determine difficulties of specific treasure
In section 2, there are 0 Fat Ladies before going up the stairs, why not put some on the ground?