Journal Entry 3.2 - Level Design++


I still like my idea from last week, so there wont be many changes, I will just clarify some things and maybe add some new ideas. 

With the whole "falling down" mechanic it is probably a good idea to implement some kind of fall damage system in the sense that the player can kill enemies/destroy certain objects when jumping on them from sufficient height. Boxes can also have this property, but since they wight more they dont need to fall for as much to reach "destruction velocity".  I've drawn up a little demo level that utilizes these mechanics.

(dark brown tiles can be moved/destroyed)

I've split the level into three sections separated by the dark brown roadblocks.

Upper section

The player will jump down and, while falling, notice a switch on the side of the wall. If activated, the switch disables the tiles blicking the way and the player can continue. It can be shot while falling, or the player can push a box closer to the ledge and use it to jump back up. The enemy will shoot projectiles at the player, but can generally be ignored(or killed).

Middle section

This time there is no switch and the roadblock must be destroyed. If the player dashes left to align with the roadblock while falling from the previous section, they will have enough momentum and break through. If they dash right to get the coin or just fall down, they wont be able to break through with their weight alone. In that case they will have to make a jump dash around the spikes to the left and then drop the box on the breakable blocks to continue.

Lower Section

Here the player has to dash either left or right when they're coming into this section to avoid the spikes. If they dash right, they can continue straight to the exit, otherwise they get a coin but have to do a somewhat precise jump over the spikes utilizing the dash. If the player chose to break into this section with the box, the box falls onto the spikes, making getting the coin and getting back much easier.

Get project A

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