There's nothing I really have to say here that hasn't been said by others yet, in particular these two by machf:
machf wrote:
Large empty spaces where you just walk and walk and walk and don't find anything (guns, keycards, clues to a puzzle, something new and original) are BORING, avoid them.
Avoid puzzles that require you to go from one end to the level to the other multiple times to pick things up and take them to the other end; keep puzzle-solving travel distances short.
These two points are what I consider some of the main detractors from enjoying a level in Trespasser (something that I have been responsible for doing in the past).
I personally look for a way to keep things interesting for the player, making sure they always have some clear objective and direction when progressing - often I'll try and place some sort of indicator, even if it's not completely clear, as to the next thing that needs to be done to progress. I also like to try and create sightlines between points of interest, so that when the player reaches an important location (say, a shack), they'll be able to see some indication of the next important location (say, a tower) in the distance and hopefully be drawn in that direction, sort of like the original Trespasser concept of following the power pylons to the Town. If there isn't a major building or structure planned for a while, you could out the terrain with a natural area, like a pond with a stegosaurus, or a grove of mushrooms, and so on. Wandering around aimlessly until you work out where to go and what to do gets tedious quickly.
Shadefyre wrote:
I do think the times when the combat feels weakest is when you've been handed too many guns and face dinosaurs in large open spaces, where it's a little too easy to line up shots before they're even a threat. I think the best way to counter this is simply having tighter spaces for more encounters. Stuff like raptors inside the larger interior spaces, or those tighter style of valleys akin to the one you start in in Industrial Jungle. Of course, this doesn't work for the larger dinosaurs like the big theropods, but I do think that the terrain of these encounters still plays a large role in determining whether they're tense or a minor obstacle.
This one is also something I consider to be utterly overlooked in the majority of Trespasser levels. In particular, I dislike it when a level has a ton of dinosaurs scattered about in big, open areas, as it makes them completely non-threatening since you can just pick them off from beyond the danger zone. Something we rarely see are "trap" triggers, where the player does something and then a dinosaur or two appears nearby and gives the player a very small amount of time to react, which realistically is something that ambush predators like JP's velociraptors would be trying to do...I think specifically of some of the Doom levels where you collect a keycard and then a nearby wall lowers, revealing a bunch of enemies very close to you.
I often get the feeling that the dinosaurs in Trespasser levels are a bit of a joke when they stand there staring at the player while you shoot at them until they drop.
Teromen wrote:
In other game engines I use a rectangle the size of a door or a rectangle the size of the player. Haven't done this in TresEd yet though.
I do this as well with TresEd on occasion, as well as when I'm creating buildings that have to be flush with with the terrain itself (like tunnels). It definitely helps with scale.