Project A – Journal Entry 3.3


28.3.2021 - Final level redesign - 0.5 hours - Updated level image, additional information

I have waited until last moment to publish this devlog, since I was not sure what title should I have, or what exact topics should I address.

As for one page design, this should be the final rework.
I think that this format allows this amount of information without being hard to process.
If I wanted to communicate more features, It might be better to change the style of design.
There has been misunderstanding in regards to intended route,
so I have added guide for first part of the level as well as jump and vision indicators.
I hope the idea of circling back to start is now clear, as well as the whole design.

Vision is set as is to always see next target, or be wary of traps or challenges in front of player.
There may be minor tweaks in jump height/width, not sure the level could be completed if implemented
exactly as it is on the picture. But I leave this design only as a more detailed sketch of how the level should look,
I am definitely for changing some distances or spike/enemy placements, if it seems overwhelming.

For a little overview, level should contain (Low-level implementation):

  • Moving Platforms
  • Buttons/Switches
  • Locked doors
  • Movable boxes which are able to squash an enemy
  • Melee ranged moving enemy
  • Spikes (Toxic water could be implemented as spikes as well)
  • Projectile shooter (Optional, might be really hard for player to complete level)

Every element is implemented already in 2D game kit, or relatively easy to implement on your own in my opinion.
There is much left to playtest, some parts may be really hard and punishing, so it is up to testers to decide if something needs to be changed.

I hope you liked my Project A, and I hope to see you soon.
Tino



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