This week was all about level design for me.
In preparation for moving into the jungle scenes full-tilt, I blocked out the entire second jungle level this week. The 'gimmick' for this level is rotating platforms, which come in two different flavours - rotating constantly and 'staggered' rotation, which stops every 90 degrees. The two different platforms are intended to introduce a bit of a timing mechanic, rather than the sometimes careless jumping that we encourage. This level is unique because it represents the first time that i have designed an entirely enclosed level from scratch. All of the previous levels that I have designed previously were designed in an open space, laying pathways and creating open areas within the scene. I like this form of limitation; it keeps the level focused and within scope, and is a challenge to create puzzles and activities for. I have created the entire level mechanically, save for the portal at the end of the level. Either next week or the week after I will decorate it, and it should be fully integrated as part of the jungle world by the start of week 7. I'm pretty happy with the similarities between the first and second levels - both of them use pressure plates as the main facilitator of progress, and the second level also includes some new quirks. I have been experimenting with using 'jump-cut' camera scenes to show players things like transitions, opening/closing doors, etc. I think it makes the level a little more explanatory, and allows the player to quickly understand if they've opened a door. In the future i'll probably use this kind of system in other levels as we move forward.
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