Wednesday, 26 October 2011

One step closer to WORLD DOMINATION! - and a full level design...

So, yesterday was pretty productive, all rather exciting stuff!!

How so you say?

Well, I'll tell you shall I.

 First of all we figured out how long our first draft of the beginning of the level would take to complete using the timings for movement etc that were laid out in our initial game mechanics.

While going through the level with our little marker (that I made - shown below) we noticed that some of the timings we needed were not specified within the game mechanics so we added them in ourselves (aren't we clever!).
Movement restriction diagram

Once started on the game mechanics, we figured that it was a good time to practically think up and add our own game mechanics into the file, so we knew exactly how they would affect our run through.

we changed the way the health system worked, to give the game a bit more of a 'suspenseful' and 'urgent' kind of vibe, and we also added a mechanic for swimming, which inevitably required a mechanic for holding your breath.
Health bar
And if that wasn't enough, we finalized the initial level design itself (digitally of course!).


All in a days work, as they say - or in our case, all in three hours work!

So here is a lovely wee diagram of the final level.

Level 1:-)

Thursday, 20 October 2011

Level Design - Nice Start?







Today we created the first three rooms of our first level.  The rooms are a starting/learning point for some of the mechanisms within the game (Standing Jump, Running Jump, Lasso climb/swing & swimming).  This first draft has been created in CS5 using an A4 sized canvas with grid lines to help with the scaling etc.

Need to sort out/elaborate on the health game mechanic and add details for a "Breath Holding" Game mechanic for when the character is swimming, then have a quick test of the three levels to make sure the pacing is all good!