Level design continuation
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Hello dear readers This week i worked on level design and balancing which was a lot more challenging and more fun than i expected. So as i talked about last week we had a meeting where we decided how each level would look so this week i went about implementing them in the game. So we wanted a system that was easy to manage and easy to change things around so another member of the group implemented a system that allowed us to do just that. which made it possible for me to write out where all the enemies and obstacles and traps will be and so forth. All i had to do was write what type i wanted so 1,2,3 which stood for 1 was enemy, 2 was trap, and 3 was power-ups, then for example if i wrote down 1050 1 2 2200 100 it meant that at 1050 width in the game this something will spawn 1 meant that that something was an enemy 2 meant that that enemy was a falcon 2200 was where the enemy will be in X cords when it spawns 100 was where the enemy will be in Y cords when it spawns So with this easy to use system i went about trying to make the game like we had envisioned in the level design the earlier week which proved to be very hard because you put a enemy or a trap or a power up in the game about where you think it should be, then you play the game look at the where it is reference that with what you had in mind in the level design and then you adjust accordingly. this testing and implementing an actual level made it so we could tweak a lot of things that were not obvious before we had a level, like for example how much damage we take when we were attacked by enemy birds or obstacles for that matter. Also i was going to mention the picture i have at this blogpost is the part of the game where you encounter the train going into a cave, so before you smash into the side of the mountain you have to go into the hatch that leads into the train where scared hoomans will throw things at you to help you get down to the hatch in time we have given the player the slow motion powerup just before the mountain arrives and also aptly put warnings and arrows. So the game now looks and feels radically different than before. but there is still changes to be made and playtesting to be had to make this game feel as good and smooth as possible. So to sum up this week our group worked harder than ever before and we got more stuff done than ever before and all in all i had more fun this week than i have had the previous weeks working. |