This week our game jumped to a whole new level as we started to work on a finalised level design and implementation. After Josh and Zac planned the different stages of the level I was assigned the final part of the level to design. This section was intended to be made up of larger areas for the player to move around in and was aimed to incorporate as many of the mechanics learned to this point as possible. Much of my time this week went into designing this level using the new pro builder tool to construct the buildings and then manually place all the objects within the scene. Before creating the different rooms of the level, I first planned each room using a drawing to map out obstacles, goals and guard patrol routes. This proved to be very effective as it gave me a design to follow when putting the level together. The first small room/corridor is designed to introduce the player to the mechanic of laser beams within the game. The idea in this design is to get the player to navigate under and over the laser beams before reaching the next room. If a laser beam is triggered then the door at the rear of the corridor is required to open and release some guards which will run towards the player. This second room requires the player to navigate around guards on the floor before being lifted to a platform where they can unlock a door to the next room. It is designed in a way that requires the player to navigate through the room to reach the platform before being able to access the grapple points which are higher up and allow easy movement across the room. In this way, it combines our stealth mechanics with the fun mechanic of grappling within the same room. The third and final room in my scene is designed to focus primarily on the movement using grapples and platforms to stay above the guards which are on the floor below. However, if the player makes a mistake and falls to the ground they are then forced to traverse the room with more difficulty as they will need to be weary of the guards. The scene will end with the player reaching their space ship on the perimeter of the “space station” and then flying off to escape the space station. Other than level design and creation I also reworked the way in which platforms work within the game. This is because the moving platforms did not correctly update the players position whilst standing on top of one which would result in the player sliding off. To counteract this, I implemented the platform movement in a way which made the player and camera a child of the platform whilst standing on top. This ensured that the player remained on the platform regardless of its speed and allowed for smoother movement whilst on the platform. I also implemented the spark particle which Juane created to generate whenever the players rope connected with a grapple. This created some extra game juice as well as feedback to increase the fulfilment from grappling even more. Some other changes included reworking the way that the grapple pull works when engaging the grapple whilst grounded to accommodate for the new grapple animation. I also changed the pull to pull the player to half the distance between the player and the grapple. This was done to decrease the chance of the player becoming caught on the ground when pulling to a grapple.
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