Saturday, 2 May 2009

Level 1: Progress


The first level has changed a lot since the last time I demonstrated a prototype. the setting has changed to fit an in-game tutorial level, but the next level will carry on within the same level. The intro / tutorial level is set in a parallaxing forest, which as I have explined in previous posts that the forest background layers move at different speeds and distances such as the foreground moving faster than the background to give a pseudo-3d illusion of depth.

The level is fairly consistent and predicable at this stage, allowing simple movement and a small selection of combat moves. The level gives the player time to get a sense of the controls until they can perform actions and instantly know what to expect from the new game machanics. It is designed so that the player can familiarise themselves wiith the new visual style and the platforms that lead two different pathways. The platforms are a part of the forest in the level, which allows the player to move across branches or on the ground, but there will be some instances that require the player to move to the platforms because of certain obsticles.

The amount of enemies present are very minimal and function at their easiest AI configurations. The player should find oppitunities to play around in the environment until they have a firm grasp of the health particles setting. They will also be visual cues such as arrow directions for platforms,weapons, achievements etc, everything that is needed to progress to the next level. New gameplay mechanics will be introduced slowly and built on the existing controls so that it will be easier for players to effectively approach and use their new abilities.

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