This week I junked an entire level concept.
The revolving platform idea that I came up with last week didn’t seem to be particularly interesting or allow me to do interesting things, so I decided to dump it. This was after spending the first two days of the week continuing with the concept, which I then decided was neither intuitive or fun and dumped it. This process was rather unusual - it represented a decent amount of work, and I had to come up with a replacement level that offered the same type of interesting mechanic. My plan over the next three days was a level that was built around rotating platforms, with different types planned. This will be used alongside pressure plates, gates, and the other mechanics that we already have present ingame. I’m pretty happy with this process to be honest, because it’s a case where I have been happy replacing content I have worked on with new content, if it doesn’t feel like it is up to the same level (or above) as the reset of the content in our game. Although the change took time, I wasn’t happy with how the level slotted in among the rest of our levels. In addition to this, I also altered the second level in the first world, removing some platforms that moved in-out and replacing them with static platforms. Some other platforms and walls have been added to force players to finish puzzles, as there were exploits that allowed players to move past the gate in the second half of the level. I fixed some other bugs in platform systems, like making sure that crates moved along platforms (an issue that is interfered with the first level in the jungle). Next week should be hugely productive, as I have the blueprint for the level (as well as the basic blockout) ready for puzzles to be dropped in and tested. Next week should be all of the time needed to develop the rest of the level, and then by week 5 the first two levels on my side should be done.
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