Basic Level Blocking


For this weeks basic level blocking, I have implemented the first stage which is intended for the player to get used to mechanics, controls and physics of the game. 

The current first stage is set up with the player starting at the bottom of the world and the goal is to progress to the top of the world. The current platform placement is set up to be punishing if they fall.  As there no checkpoints for each stage, each fall will result in players falling through multiple platform levels and during the end, there are chances for the player to fall all the way to the start. The idea of this design is to make the player feel a sense of danger and to force players to carefully maneuver and plan how to progress to the next platform. 

The first area consists of a mini tutorial which will tell the play how to use mechanics such as single jump, double jump, and high jump. This introduces the very basic types of mechanics that players would  need to use. 


The second section implements the basic clouds platforms where they are used as falling platforms. Once the player has landed on the clouds, the platforms will immediately fall.  This implementation forces the player to have to continue forward with any chances of moving back a block.


The next part introduces a more technical platform called "head bangers". Head bangers require the user to time the jump perfectly (aka making use of the coyote timer)  at the edge and then jumping to the platform above. This mechanic is designed to be a little more tricky than normal one jump and double platforms however it will require consistency to progress upwards. 


The following section implements the more technical clouds which are based on a timer. Once the player has hit the first cloud, the player would then have a limited amount of time before each platform starts to fall. This requires the user to make use the low/high jump mechanic and would have to time how long the jump before each platform.



The further platforms will start introducing distance jumps which will require the player the balance the speed and height of the jump and the double jump to successfully land on the platform.


The further bits introduces the moving platforms which the player can ride to the next platform 

The final bit the level introduces the ultimate end if the player fails the jump, they will fall all the way to the start 


Player feedback:

Some bits of the level were less punishing than others, specifically the distance jumps so I just completely removed this block so the second distance jumps.

For the level design, some people had struggles progressing due to inconsistent jumping, so I have changed the double jump mechanic to make to more responsive and not reliant of the velocity of the first jump. The changes made it easier to double jump 

Before:


After: (the height of the double jump is now independent of the first jump)


Get wow i can't believe it's another jump platformer

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