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pixelheros/.claude/docs/templates/level-design-document.md
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Level: [Level Name]

Quick Reference

  • Area/Region: [Where in the game world]
  • Type: [Combat / Exploration / Puzzle / Hub / Boss / Mixed]
  • Estimated Play Time: [X-Y minutes]
  • Difficulty: [1-10 relative scale]
  • Prerequisite: [What the player must have done to reach this level]
  • Status: [Concept | Layout | Graybox | Art Pass | Polish | Final]

Narrative Context

  • Story Moment: [Where in the narrative arc does this level occur]
  • Narrative Purpose: [What story beat this level delivers]
  • Emotional Target: [What the player should feel during this level]
  • Lore Discoveries: [What world-building the player can find here]

Layout

Overview Map

[ASCII diagram of the level layout. Use these symbols:]
[S] = Start point
[E] = Exit/end point
[C] = Combat encounter
[P] = Puzzle
[R] = Reward/loot
[!] = Story beat
[?] = Secret/optional
[>] = One-way passage
[=] = Two-way passage
[@] = NPC
[B] = Boss encounter

Critical Path

[The mandatory route through the level, step by step.]

  1. Player enters at [S]
  2. [Description of what happens along the path]
  3. Player exits at [E]

Optional Paths

Path Access Requirement Reward Discovery Hint

Points of Interest

Location Type Description Purpose

Encounters

Combat Encounters

ID Position Enemy Composition Difficulty Arena Notes
E-01 [Map ref] [2x Grunt, 1x Ranged] 3/10 Open area, cover on flanks
E-02 [Map ref] [1x Elite, 3x Grunt] 5/10 Narrow corridor, no retreat

Non-Combat Encounters

ID Position Type Description Solution Hint

Pacing Chart

Intensity
10 |                              *
 8 |                         *   * *
 6 |            *  *        * * *   *
 4 |     *  *  * ** *   *  *
 2 | * ** ** *        * * *          *
 0 |S-----------------------------------------E
     [Start]    [Mid]              [Climax] [Exit]

[Describe the intended rhythm: where are the peaks, valleys, rest points?]

Audio Direction

Zone/Moment Music Track Ambience Key SFX
[Entry] [Track] [Ambient sounds] [Door opening]
[Combat] [Combat music] [Muted ambience] [Combat SFX]
[Post-combat] [Calm transition] [Return to ambience]

Visual Direction

  • Lighting: [Key, fill, ambient description]
  • Color Palette: [Dominant colors and why]
  • Mood Board References: [Description of visual references]
  • Landmarks: [Visible navigation aids and their locations]
  • Sight Lines: [What the player should see from key positions]

Collectibles and Secrets

Item Location Visibility Hint Required For

Technical Notes

  • Estimated Object Count: [N]
  • Streaming Zones: [Where to break the level for streaming]
  • Performance Concerns: [Any known heavy areas]
  • Required Systems: [What game systems are active in this level]