Level Blocking Checkpoint


Level Blocking

I struggled a lot with this checkpoint as I tried many options which most did not work the way I had envisioned.  My first try on blocking was tilemaps. I thought this would be the easiest way to generate heaps of levels. Oh, how I was wrong. I drew numerous tiles and tried out different ways of implementing them. This endeavour however felt like a dead end and in the long wrong would limit the design in my game that I was going for.  I then opted to draw all of my own assets using the program "Inkscape." This provided me with tools that allowed me to easily create  any game object I could come up with. This decision allowed be a lot more freedom of making literally anything I could draw and implementing it into the game. I've started my most basic level blocking with the classic brick style of platform(different platform kinds to come!) shown below:

 

 

I decided to use these game objects for the basis of my first few levels but any experienced plat-former would get bored of just having  static objects in the world would they? I started to implement different ways that the player could get hurt/die in the level. My first Object I added was a spinning blade obstacle:


At the start of the level I originally had a tree. The player had to jump on this tree and then onto the platforms above. This provided a very frustrating experience for both the player and the developer testing the game. The tree was then replaced by an area effect which I called Wind. This I believe is a pretty cool functionality which is very adaptable to different situations.



I found a few times when playing my game, I would fall of the blocks and there was no consequences for this. I decided to implements a first stage of lava for when the player falls off the platforms he restarts the level.


On my game showcase the 2 biggest issues with my game was that 

1. Jumping was still a bit iffy and sometimes the player wont jump. This issue is being looked at and the method of using Coyote Time Jumping was brought up which is a very good possibility that this will be implemented on next test.

2. Players had no idea what to do. Honestly I can totally relate, most of the time I don't have any idea either but in this case I already had this in the works. My plan is to on the level start the camera will start at the objective and then somewhat go through the level a bit and then go to the player. This I believe is an issue better tackled at a later time.

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