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XEL Devlog #4: Level Design Philosophy

Hey everyone!
New here? We thought it would be interesting for you to have more in depth texts on different aspects of XEL so we wanted to provide this through all our Devlogs!
This time, we wanted to go more in-depth with our level design philosophy. We hope you guys enjoy it!

[h3]Design Philosophy[/h3]

The level design was very important to us, as it is a staple of any memorable Zelda game.
Therefore, we will also have similar types of dungeon archetypes with our own twist on them.
These archetypes being:

  • A gauntlet
  • A lock and key/puzzle
  • And lastly an exploration dungeon.


Every dungeon will challenge you differently. The first dungeon will be a mixture
between a gauntlet and exploration dungeon, whilst the second one will be a puzzle dungeon
with some horror elements to keep you on your toes. The last dungeon will be one where you will
be tested on your mastery of the game. If you are not ready, this dungeon will gladly let you
know.

The most important thing that we want to prevent is the player becoming bored. It was
important to us that the world felt alive and not simply the meanest to an end. We wanted to make
it so that even if it would be just a walking simulator, it would still be able to have a somewhat enjoyable
experience simply from the level design alone. We didn’t want the player to be in a space that is
only defined by the enemies and the mechanics within it.

Now of course you will have a lot more options at your disposal besides walking. You will have
gadgets by your side that will make exploring a lot more interesting. We wanted to make it so
that the levels are designed in a way that promotes you to use your gadgets. An example of this
would be the webshooter. With this, you can maneuver yourself or boxes in order to reach
otherwise inaccessible locations. This way, we hope to keep the levels interesting and reward
the players who take their time observing their surroundings.



Whilst on the topic of exploring, we also wanted to prevent the player from feeling lost. One way
we prevent this is by having landmarks that the player can orient themselves around. Every time
you go somewhere unique, there should be something to remember.

Now these are more generalized rules for each room within XEL. When thinking about the
individual rooms or even dungeons of XEL, we must know what the purpose of the area is before
we do any form of designing. Therefore, it is important to make a list of design requirements for
every part of the level, and once they are done you go to the drawing board. These requirements
can be anything ranging from:

Are there story elements? Which enemies are there and how do they behave? What gadgets are available to the player? etc.

Once we have everything, we start with some really rough boxes, pretty much a 3d sketch. We
then start playing it and get a grasp for the scope of the level. We don't do any art design up until
the point where the level is done and tested.
We have some other general rules for specific purposes. For example, if combat can occur
within a level, we make sure that there are not too many obstacles in the way that the player can
collide with to prevent frustration. These rooms would also be dressed more aggressively
compared to puzzle levels, where you would have more of an overview of what you are doing.
But other than that we try to stay flexible with rules as we feel that this allows for creativity and
this environment promotes the most innovative ideas. We love to give each room the love and
care it deserves with the limited time we have.

[h3]Art Philosophy[/h3]
The main theme of XEL is that nature is claiming back man made things. So a lot of the levels
would have an organic feel to them. We also wanted the player to experience different
environments so you will not only be exploring XEL in a bright, sunny pasture. We wanted to
have the stereotypical settings such as forest, ice, fire, etc. But adding a twist to it so that it
would fit within the setting of the lore (which I am not allowed to spoil, sorry :C).



One of the main things we wanted to avoid was to be too repetitive, and we wanted to prevent
the player from seeing the same things too many times. However, since we are working on this
project with a deadline in mind we cannot create endless assets as they take a lot of time and
effort to create. Therefore, we have to be smart when deciding if it is worth creating an asset
for levels. The general way we have done so is seeing if the creation of a certain asset would
improve the level because of it. For example, would it make it more unique or if you need one of
the aforementioned landmarks to help guide the player. What we really want to prevent is that
the scenery becomes too repetitive.

[h3]Things we learned[/h3]
One thing we learned is that you really need to know the purpose as well as the puzzle
mechanics of a level, area or dungeon before you even consider making anything for it. What
does game design want from this area? Is there something important for the story? We found
that without direction the levels did not feel inspired and while playtesting, players would not
understand the purpose of the level as frequently.

Another thing we learned is that It's a process that never really ends. We never really want to
close a ticket in terms of when a level is done. So we had to find a way to determine when a level
is done, otherwise the game would never get finished. The solution came in the form of
playtesting. As soon as an inexperienced player gets the idea and is able to navigate the level
without guidance, we can say that we are done.


All in all, we hope that you enjoyed this little in depth look at our thought process for the level
design of XEL.

[h3]You still want more?[/h3]
Check out our recent devlogs and dev diary:
  • New XEL Dev Diary: Go Behind the Scenes of our Sci-fi Puzzle-Adventure XEL!
    • https://store.steampowered.com/news/app/1674640/view/3117049982315558020
  • XEL devlog #1: The development of XEL's protagonist Reid:
    • https://store.steampowered.com/news/app/1674640/view/5167312537217504247
  • XEL devlog #2: The 6 Pillars of Gameplay
    • https://store.steampowered.com/news/app/1674640/view/3119301148804752099
  • XEL devlog #3: Gadgets, Concepts, Inspirations - The video-devlog!
    • https://store.steampowered.com/news/app/1674640/view/3191370791151511942


Additionally, hit the subscribe- and bell-button on Tiny Roar Games' official YouTube channel, to get notified about the latest video uploads for XEL:
https://www.youtube.com/channel/UCcHigwsBDjNhEcv_eusOTXQ

https://store.steampowered.com/app/1674640/XEL/

New Screenshots Revealed for our upcoming Sci-Fi adventure XEL!

Prepare for an adventure through space and time, as together with developer Tiny Roar, we bring an all-new view into the exotic world of XEL.

Coming this summer to Nintendo Switch and PC, XEL is an epic sci-fi journey that weaves striking visuals and the classic top-down RPG view with a mesmerizing story. A love letter to classic Zelda titles, XEL takes players on an adventure via the amnesiac hero Reid, charged with uncovering the mysteries of the alien planet she’s stranded on.



Stranded in an otherworldly land, Reid is tasked with unraveling her tangled web of lost memories and discovering the secrets of the mystical world of XEL.
Together with her peppy companion, Chap, Reid will journey through treacherous dungeons, discover nifty gadgets used to solve time-bending puzzles and navigate a dense overworld filled with intriguing characters.
The question is, are they friend…or foe?
A dark mystery hangs in the air of XEL, powered by an endless cycle of peril.
Will Reid be able to unlock the enigma of her past and end the cycle of torment for good?

[h3]See XEL in action in the recently revealed first-look gameplay trailer:[/h3]
[previewyoutube][/previewyoutube]


[h3]Features of XEL[/h3]
  • Old School Meets New School: Retro meets modern in a classic top-down RPG gameplay style, and a well-crafted combat system comprised of different attacks, dodging, parrying, and clever gadgets.
  • Adventure Through Space and Time: Explore the mysterious world of XEL and uncover its dark past, utilizing mind-bending time travel to unlock the secrets of the mysterious land.
  • A Timeless Audiovisual Experience: Composed by Gidon Wolff, XEL offers a timeless soundtrack complemented by vibrant visuals, handcrafted by a passionate indie team.



[h3]Want to learn more about XEL?[/h3]
Find more in-depth details in the latest Devlog #3 ‘Gadgets, Concepts and Inspiration’ on Steam:
https://store.steampowered.com/news/app/1674640/view/3191370791151511942


[h3]XEL launches on Nintendo Switch and Windows PC here on Steam in Summer 2022. [/h3]
The adventure through space and time all about the shipwrecked Reid will launch on Xbox Series X/S, Xbox One, and PlayStation 4/5 later this year.
https://store.steampowered.com/app/1674640/XEL/

XEL Devlog #3: Gadgets, Concepts, Inspirations - The video-devlog!

Some has passed, but in this time, XEL-developer Tiny Roar Games was not only busy developing XEL, but also creating some awesome small devlog videos, to take you with them on their development journey, showcasing never before seen in-development gameplay, giving you insights in the function or some of Reid's amazing Gadget arsenal, as well as telling you, where some of their inspirations come from.
Without further ado, grab a cool bottle of coke, or your preferred cup of hot tea, or coffee, lean back and enjoy the developer's journey in this big (video-) devlog of XEL:

Let's first have a look into the Gadgets Reid can use and also help you, the player, to overcome obstacles and even solve puzzles:

Let's start with the 'Snare Trap':
[previewyoutube][/previewyoutube]

Let's continue with the 'Zap Trap':
[previewyoutube][/previewyoutube]

Followed by the 'Web Shooter':
[previewyoutube][/previewyoutube]


Talking about concepts and evolution - check out this video about the different (enemy) types of the 'Ding Bot' and learn about how to deal with them, when fighting them off with our main protagonist Reid:
[previewyoutube][/previewyoutube]

Jonas from Tiny Roar explains and shows the inspirations behind XEL's fast travel portals.
Enjoy:
[previewyoutube]https://www.youtube.com/watch?v=t-NcgYIyQWg[/previewyoutube]


[h3]You want more?[/h3]
Hit the subscribe- and bell-button on Tiny Roar Games' official YouTube channel, to get notified about the latest video uploads for XEL:
https://www.youtube.com/channel/UCcHigwsBDjNhEcv_eusOTXQ

https://store.steampowered.com/app/1674640/XEL/

Embark on a journey through space and time - New XEL trailer available!

Today, prepare for an unparalleled adventure through space and time as together with developer Tiny Roar, we provide a long-awaited first look at XEL, our picturesque action-slash-sci-fi game coming this summer to Nintendo Switch and Windows PC via Steam.

XEL’s latest trailer shows off the strikingly fluorescent landscapes awaiting players, as well as some of the game’s brain-bending puzzle levels and its core mechanic and most fascinating story element: time travel!



[h3]See for yourself what all of the XEL hype is about — watch the latest trailer here: [/h3]
[previewyoutube][/previewyoutube]


[h3]About XEL[/h3]
A wondrous 3D sci-fi fantasy, XEL follows an amnesiac protagonist named Reid, who finds herself shipwrecked on a mystifying planet with no memory of who she is or where she’s from. During her quest, Reid will meet a cast of charming characters, engage in thrilling top-down dungeon-clearing combat, and of course, find and upgrade a whole arsenal of valuable items and tools — some of which may help her jump through space and time itself. As Reid delves deeper into the mysteries surrounding the world of XEL, she discovers an endless cycle of peril. Does she have the strength and courage to end the cycle for good, or will she too become trapped?

[h3]Features of XEL [/h3]
  • Old School Meets New School: Retro meets modern in a classic top-down 3D action-adventure featuring a well-crafted and fun combat system comprised of, dodging, parrying, and clever gadgets
  • Adventure Through Space and Time: Explore the mysterious world of XEL and uncover its dark past, utilizing mind-bending time travel to unlock the secrets of the mysterious land whilst mastering the many challenging dungeons waiting to be explored
  • A Timeless Audiovisual Experience: Composed by Gidon Wolff, XEL offers a timeless soundtrack complemented by vibrant visuals, handcrafted by a passionate indie team.


XEL launches on Windows PC via Steam and GOG, as well as Nintendo Switch, in summer 2022.
The verdant adventure also launches on Xbox Series X/S, Xbox One, and Playstation 4/5 later this year.


https://store.steampowered.com/app/1674640/XEL/


While you wait to get your hands on XEL, check out our publisher Steam page to pick up some amazing games for an excellent price — with select titles up to 90% off. — during our annual Publisher Sale.

XEL - Release-Zeitraum und frische Gameplay-Einblicke ins Zelda-Like-Abenteuer



Assemble Entertainment und das deutsche Entwicklerstudio Tiny Roar aus Hamburg haben einen neuen Gameplay-Trailer zum Sci-Fi-Fantasy-Spiel XEL veröffentlicht. Darin liefert euch Studio-Co-Founder und Game Direktor Maurice Hagelstein weitere Eindrücke aus dem Spiel, das im Sommer 2022 für PC und die Nintendo Switch erscheinen [...]

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