Devlog 2 - Basic Level Blocking


This week I prioritised designing and creating the layout of the level. While my initial designs featured far more detail and dynamics, I decided to instead cut down my ideas for the sake of having something smaller but more polished.
Most importantly, my original level had the player travel to the top of the haunted house, then be able to reach the other pup, who'd be seperated by a few more platformer puzzles. Since my original theme was carnival-esque, I had ideas for including a ferris wheel and bouncy tents for more player enjoyment, but ended up including only the haunted house as it fit the restricted area concept from last week. Each floor would include stronger enemies and a degree of physics-based challenges, such as the table and chairs affecting how barking could be used as well as the blood pool and blackhole having effectors that add difficulty to fighting and avoiding enemies.
I created platforms on the 'Grounded' layer for the level, though I did momentarily forget to remove the platforms that acted as walls. There are still issues with the doorway, as Floptimus is forced into it when jumping, and the stairs, which don't allow jumping when walking downwards, but the barking mechanic can push the player up to the next level and I couldn't find a way to get stuck so the level is well-blocked enough to be functional and fair for the player.
While I was incredibly tempted to continue polishing and improving the level's visuals, I've decided to leave things as they are for now, so I can focus on other elements of the game.
Phelony’s Super-Mega-Important Date with Floptimus Prime!
Status | Prototype |
Author | Mads |
Genre | Platformer |
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