Week 3 Practice Quiz -- Enemies, Hazards & Level Design
1. What is a collision event?
- A. When two players bump into each other in real life
- B. A rule that triggers when two game objects touch
- C. When the game crashes
- D. A type of sound effect
Show Answer
B. A rule that triggers when two game objects touch. For example: "If Player touches Enemy, then lose a life."
2. Why do we use Object Groups in GDevelop?
- A. To make the game run faster
- B. So we can write one set of events for many similar objects
- C. To change the color of objects
- D. To play music
Show Answer
B. So we can write one set of events for many similar objects. Instead of separate "collision with Spike" and "collision with Lava" events, you create a "Hazards" group and write one event for all of them.
3. Which enemy AI pattern moves back and forth between two points?
- A. Chase
- B. Sentry
- C. Patrol
- D. Random
Show Answer
C. Patrol. Patrol enemies walk to a point, reverse direction, and repeat. Great for guards and ground enemies.
4. What does "teach through play" mean in level design?
- A. Have a tutorial screen with lots of text
- B. Introduce hazards in a safe context before making them dangerous
- C. Tell players the controls before they start
- D. Make the game very easy
Show Answer
B. Introduce hazards in a safe context before making them dangerous. For example, show spikes across a wide gap (safe to see) before placing them in a narrow corridor (dangerous).
5. What is a checkpoint?
- A. The end of a level
- B. A save point the player returns to after dying
- C. A type of enemy
- D. A scoring bonus
Show Answer
B. A save point the player returns to after dying. Checkpoints prevent players from having to replay the entire level when they die.
6. What is the first level design principle -- the most important one?
- A. Make it look beautiful
- B. Make it as hard as possible
- C. Teach through play
- D. Add lots of enemies
Show Answer
C. Teach through play. The best levels teach players the rules through experience, not through text instructions.
Bonus: Level Design Analysis
Pick a level from any game you've played. Sketch or describe:
- Where the level teaches you something new (a new enemy, hazard, or mechanic)
- Where the difficulty ramps up
- Where the level gives you a break (a safe zone or rest point)
- Where exploration is rewarded (a hidden item or secret path)