LevelDesign

 

Hello dear readers! Robert here again and this week i have been working on leveldesign with my group.

So in our group we have a bunch of different enemies with different attack patterns and different enviromental obstacles that occur when you are flying above this train.

For the enemies we have the Falcon which have the movement pattern diagonal approach towards the player, so the Falcon will come in from the top go straight ahead until the player is in a diagonal direction towards the player then it will swoop down diagonally towards the player.

Then we have the Hawk, the Hawk goes in a wave like pattern across the screen, it does not differ in its movement wherever the player might be.

lastly in the enemies we have the Eagle the most fearsome of enemy birds, the Eagle goes in a straight line then when the player is directly below it it goes directly down towards the player very fast.

in the enviromental dangers we have the Thundercloud, the Branches and lastly the hatches. the interesting thing about the enviromental dangers is that they affect the enemies aswell so they can be used to your advantage.

Firstly the thundercloud is basically a Thundercloud that strikes down so its dangerous to be beneath it.

The Branches are Tree branches that swoops across the screen when you come to a certain point on the screen, we intend to introduce this mechanic to the player by killing a enemy bird with a branch in the beginning of the game.

So in the beginning of the game we introduce the first owlet which is what you are here for to save your owlet children, but when you approach the owlet you can see a Falcon coming towards you to swoop down and stop you which will be easy to avoid or alternative shoot down. You can see a example of the first level below.

 

Leveldesign

 

in the second screen you can see two of the falcon just so you know how they move and you can get used to them. in the third screen you will be introduced to the hawk which in the start there are only two but we give the player a slow motion power up in the start so that it is easy to avoid and you can see how they move.

 

 

And then we gradually introduce more and more enemies to get the player used to the controls and game in general. then in the seventh screen you get to face the mountain which is basically a mountain that comes up fast and you have to get in the hatch to get inside the train really fast. but we provide the player with the slow motion powerup so the player can make it in time we are going to warn the player with a arrow towards the hatch so that he or she can be see clearly where to go. There is more to come with the level design so i’ll update you all on a later note!

Thanks for reading!

 

About Robert Gustavsson

2015 Programming