Thursday, 4 June 2015

Scott V Goth Contributions part 4

After getting the demo down we decided to focus on multiple levels rather than just a boss fight. As such I chose to do level design. I looked into good level design and focused of mario and shovel knight's first levels for the first level, the idea that it would teach all the basics of controls before pushing the game further. I drew down a design and instantly went into making the level in unity using base 3D blocks. This was the result:

The focus of this level was to get the player to learn the basics of jumping. Enemies would also be added to introduce them as threats. The first 3 obstacles make the player jump, but pose no threat. The 4th obstacle was to make the player jump and avoid the pit of spikes, teaching them to avoid spikes without actually falling to them. the next pit planned to have one of the first enemies in front of it to teach the player to not only avoid the spikes but avoid the enemy by placing the idea of spikes and enemies = death. If the player had learned the attacks by then, it can be eliminated, but otherwise the rest of the level will have more enemies for the player to eventually learn to attack. The first platform is then placed above a pit to teach the player that platforms are safe. They have to jump to avoid the pit so they will step on the platform. the next few platforms are placed to reinforce this. The problem with me making the stage is that I did not think to scale this stage like I did for the boss stage, and this would proved a common problem with the other stages and eventually effect gameplay, and this was never fully fixed.

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