Devlog 2: Level Blocking


This Devlog was a bit difficult to keep up on as I’m a little behind in my other units and have had to catch up. Nevertheless, I have made some progress (and found more issues).

This week was level blocking and one of the most difficult things I’m going to have to do is make good levels. How do you make a good level when you can shoot your way through everything with a massive laser?

Firstly, I looked at the fact that you wouldn’t actually have the laser the whole game. You’ll get it pretty quickly, but just like the Ninja Turtles we didn’t start out this way. I had built the player to move slowly normally but I still didn’t want the movement to be bland. I experimented with adding bounce to the player, but it was hard to end up with any sort of bounce that didn’t just look jank.

https://imgur.com/93dysU1

So, I decided I’d come back to it. Then decided I’d make the first level similar to a typically platformer level. A few spike pits, some hills, some big jumps. Even a beautiful placeholder house. With Forg leaving his family to begin his journey, I figured that would be a good place to start.

There were a couple of iterations of this level that I made. The first being the one I submitted for feedback.

This one was not very good as it was thrown together particularly quickly. A small hill with a ledge, a “bottomless pit” and then an idol to collect. Once you grab that one, you’re off to the races. You’ve now got the power to reach the future. Then I made a little course for the player to propel themselves through (with arrows) and a circle to collect which… removes you from existence.

https://imgur.com/gFwpoQt

https://imgur.com/p5Owwc8

I’m happy with the course, I feel like it should be part of the final game, maybe on a time limit. I think the game should have sections that can/should be completed particularly fast, and sections that you can just take your time through and explore.

And then there’s v2 of the first level.

It’s very simple so far, but I think even visually it looks nicer than the first iteration.

https://imgur.com/RUjjFg1

The triangles are places of possible upcoming enemy spawns, and the spikes may not always be spikes.

Then at the end of the level, or at a time needed you can pick up the idol. Become the bearer of great power.

Feedback Time

Got a fair few pieces of feedback this time.

  • First piece of feedback notes that the base player feels slow. They suggest maybe an initial burst of movement may help it feel more fluid. I do agree additional starting force should be added but maybe the player’s force added should taper down the long you go. I want to make using the laser the primary option.
  • Sticky frog. That’s one issue that I haven’t been able to fix yet that several people noted. When you push against a wall the high amount of friction that stops you sliding across the map stops you sliding down the wall. One student suggested making it into a feature (clinging to the wall) by either allowing you to cling to see terrain or splat when going too fast. I agree that these are both great ideas, and I’m definitely interested in bringing the former in.

https://imgur.com/Zg1mBEL

Last week a note was raised that you can’t really tell when the frog’s jump is fully charged. This week, I fixed that. Once you reach max charge, you begin to emit some particles.

https://i.imgur.com/bWDT0Bt

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