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Analysis of the Level Design and Atmosphere Shaping of Fall Guys

Author:Wuhuhuhuhu Ziming Wang

Contents


1. Game Overview

Fall Guys is a casual battle royale game with a variety and entertaining atmosphere, players must survive to the end on a separate level and become the last surviving player to win the game.

2. Highlights Design

2.1 Atmosphere shaping

2.1.1 Color and UI

The interface and scenes in the game are brightly colored.

Rounded UI and unified style.

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2.1.2 Animation Effect

Decelerating motion with gradually increasing acceleration.

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2.1.3 BGM and Sound Effects

BGM rhythm is upbeat and dynamic.

The sound effect is magical, in line with the players' expectations of “what kind of sound can sugar beans make”. Wuhuhuhuhu ~~~

2.2 Level design

2.2.1 Level Type

Level types are divided into three categories: racing, confrontation, and survival.

All three types of levels have a common goal from a design perspective: to allow surviving players to attrition.

Because it is a casual battle royale, the reason for players to get out is also very clear: either they get out by mistake, or they get squeezed and pushed down by other players, or they get out by bad overall performance in the group game. The disadvantages of PUBG, APEX, and other shooter-type battle royale games, such as being killed in seconds and having no game experience, do not appear.

2.2.2 Forces, Physical Collisions, and Materials

When a child pushes an adult, the adult may be unmoved while the child falls backward.

When a sumo wrestler pushes a child, the sumo wrestler does not move and the child is pushed away. This is the action and reaction force of the force.

People walk on a flat surface, the pace is normal, but when walking on ice will be slower and difficult to control, which is due to the small friction.

These laws of physics, which are well known to humans, still apply in the levels of Fall Guys: the player is bound to fall to the ground when hit by a rapidly rolling log, while not even going into a staggering state when he hits a stationary log.This design makes it easier for players to understand, analyze, and judge what is happening and what will happen soon.

2.2.3 Give the Right to Choose to the Players

In many of the racing levels, the level designers of Fall G leave the choice of route to the players: do they choose the more difficult shortcut or the safe long way? (The reason such a design is possible: much of the credit goes to what is stated in 2.2.2)

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For example, in the carousel level above: players can choose to rely on the wind of the windmill and blow themselves to the end, this path if it is successful only 5 seconds of action time, but the probability of success is very low; if you seek stability can go around the long way to safely reach the end.