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One Man Army

Role

Level Designer

Development Time

2 Months

Game Engine

Team Size

Solo

Genre

Top Down Shooter

Unity

Concept

The one-man army is a top-down shooter New player has to navigate his way through many enemies and Game Mechanics. One man army has five levels each level having different types of enemies and game mechanics such as slowing down time zone moving platforms and exploding enemies

Gameplay Overview

Falling Platforms

Falling platforms were introduced early on to the player in the level. These platforms were on a timer on the player steps on them at a certain point they will fall. This encourages the player not to stay on a certain platform for too long and to watch his surroundings

OMA_Falling-platforms.gif

Crates

These crates encourage the player to explore his surroundings. The player can move these crates in any direction but he must be weary of enemies since it takes a certain amount of time to push the crates 

Slow Down Zones

Falling platforms were introduced early on to the player in the level. These platforms were on a timer on the player steps on them at a certain point they will fall. This encourages the player not to stay on a certain platform for too long and to watch his surroundings

Teleporter

This teleporter allows me to move around the player in the level. Instead of creating one big hole level, I can create smaller chunks of a total level, and then I'm able to teleport the player around all these smaller pieces, therefore, making it easier to design.

Moving Platforms

Moving platforms allow the player to get across certain areas. These platforms move very fast and must be timed correctly or else a player will fall off to his death

Guns

The player has four guns to choose from a pistol shotgun sniper rifle and assault rifle. Each of them with its a different ammo type 

Patrolling  AI

All of the enemies I am patrolling at the level have different routes.

Enemy Drop

When an enemy dies he will drop either ammo , a gun or a health pack 

Health Packs

There are Health packs in the level that will give players health when the player touches them 

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Coins

By collecting coins the player can increase his high score.

OMA_Coins.gif

Exploding Enemies,

There are also the exploding enemies, this enemy archetype causes a player to retreat, and combined with the enemy shooting at him this creates a deadly combination of enemies 

Level Design

Level 1 Sketch

Level 1

For this level, the level mechanics were Containers that the player can move out of the way to advance in the level and Platforms that would Start to fall if the player was standing on them for a certain amount of time. The player would also be introduced to three new weapons the pistol, the rifle, and the shotgun.

Level 1 Overview

OMA_Map1

The player will encounter falling platforms if he stays on the platform for too long the platform will start falling

1

The player must move these containers out of the way so that he can reach The new weapon

2

The rifle allows the player to shoot an automatic weapon

3

The player will encounter an ammo box for his pistol

4

The player must move quickly and steadily to get through the falling platforms

5

 The player has reached the end of the level he must use a teleporter to go to the next level

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The player must move these containers out of the way to continue on to the level

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The player will get a shotgun

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The players must move the container out of the way to get the new weapon

6

Level 2 Sketch

Level 2

The idea for this level is to have the player deal with multiple enemies in a slow-down time zone. There are also teleporters in this level that will move the player around. This is also the first time the player is introduced to exploding enemies who run faster than normal gun-shooting enemies

Level 2 Overview

OMA_Map2

The player must step onto this teleporter to go to the next level 

8

The player will start the level with a pistol and ammo

0

The player will first encounter the time slow zone. In this Zone, The Player's actions like moving shooting, and bullet projectile speed are all slow down as well as the enemies 

1

The player must step onto the teleporter to be teleported to another area

2

The player is given more pistol ammo for his weapon

3

After the player has gone through many time zones with multiple enemies he must step onto this teleporter to teleport to the next area

4

The player is given a shotgun with ammo. This is also the first time he's encountered exploding enemies

5

The player must step onto the teleporter to be teleported to another area

6

The player teleported into the middle of a Time slow-down zone where he is ambushed by four  enemies

7

Level 3 Sketch

Level 3

OMA_sketche1

Level 3 has to deal with moving platforms. The player must also face enemies with a good amount of cover around each section. The player must use cover to dodge Incoming projectiles while also shooting back at the end

Level 3 Overview

OMA_Map3

The player will start the level with a shotgun he must get on the platform at the right time or else he falls.

0

The player must use surrounding cover to dodge incoming projectiles while also shooting the enemy

1

 The player must get on the platform at the right time or else he falls.

2

A shotgun ammo pick-up that will replenish the player's ammo for the shotgun.

3

The player must get on the platform at the right time or else he falls.

4

Multiple different types of enemies The player must face such as exploding enemies and enemies with different weapons

5

The player has reached the end of the level he must get on the teleporter to resend next level 

6

Level 4 Sketch

Level 4

OMA_sketche3

For this level, your deal was for the player to deal with falling platforms and enemies at the same time. The player must focus on killing the enemies while also making sure he does not stay on the falling platforms for too long 

Level 4 Overview

OMA_Map4


The players start to level with pistol and ammo 

0

The player finds a automatic rifle

1

The player goes inside the teleporter to get to the next room

2

The player arrives at the next location having to deal with enemies and falling platforms at the same time 

3

The player finds ammo for both his pistol and his rifle 

4

The player goes inside the teleporter to get to the next room

5

The player arrives at the final area 

6

The player has made it to the end of the level 

7

Level 5 Sketch

Level 5

OMA_sketche2

In this final level, the player has to deal with multiple enemy types such as exploding enemies And the player must also deal with certain areas that are slow-down zones.

There are also containers where the player House to move them so he can continue to the next area. These containers stop the player from just running through the level 

Level 5 Overview

OMA_Map5

The player starts to level with a pistol and a rifle

0

The player encounters exploding enemies 

1

The player must move this container out of the way to go to the next area 
 

2

The player encounters the first time slow down zone in the level

3

The player encounters another slow-down time zone but this time with some exploding enemies 

4

The player must go through two different slow-down time zones to go to the next area 

5


The players start to level with pistol and ammo 

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The players start to level with pistol and ammo 

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Design Techniques

Exploring

When a player wants to explore other parts of an area that aren't the golden path I reward them with either owl guns or more coins or even health packs

OMA_Leading Lines.png

Leading Lines

I have added some leading lines in the form of a carpet. On the first level, there is a red carpet that leads the player to the end of the level. This helps the player to where he has to go

Leading Lines

I have added some leading lines in the form of a carpet. On the first level, there is a red carpet that leads the player to the end of the level. This helps the player to where he has to go

OMA_Camera.png

Camera

By having the camera show a little of what's coming in the next area this prepares the player for what to encounter 

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