For the level design I have used placeholder art for box tiles at the moment. To make player learn easily I designed it so that in the first part player is locked within small area with only one diamond next to him and blue square(placeholder art for blue doors) so that there is not much of a choice about what to do. Next when player escapes this area he moves to the next bit which has the red diamond and blue diamond inside it-this is done on purpose so that the player has to choose the right diamond to open the doors, note that when player picks up both diamonds the game will be over as they will lock themselves in the area and the game has to be restarted by pressing Q key and going back to main menu and then starting the game again. This may be quite tricky bit but I want the player to be able to learn from this part. Hopefully the demo session will show me how intuitive these parts are and then I will be able to decide what to prioritise next. After completing these two areas player enters the biggest area in the tutorial level and has to pick up the diamond that was left behind in the previous area as well as the one this area to merge both diamonds to get the colour needed for opening the last doors in the tutorial level and therefore winning the game.
I have used basic mathematical skills to solve where specific items should be spawned in tutorial level. In the future I will definitely have to think about creating level manager and how to handle multiple levels- one idea may be to store those in json file and then load specific json file depending on which level was chosen(provided it was unlocked-this is another feature I am hoping to add for my final release).
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