top of page
Writer's pictureNathan Cerone

Week 9- Leveling Levels Leveled

I did a lot of work and development this week, focusing primarily on the level design of the next area, Ember's Rise. I introduced new gameplay elements within the platforming with the swinging platforms and even got as far as to implement delayed spawns of the enemies.

Level Design

This week I focused on creating the larger sections within the Ember's Rise and I will show case both the starting rooms and the room with one of the power ups in it.

This being the first room on the left side, the player traverses through and is introduced to the first of many swinging platforms.



This is the first room on the right, as you can see as well I have gizmos to denote the starting, mid and end locations of the swing.


Here is the power up room, the power up in question is a charge attack that hits all around the player. So I built the room to consider that, enemies spawn in at a delay to surround the player incentivizing them to use the spin attack to protect themselves. After which I then introduce the platforming element of it and force the player to be good at it before they can return to the beginning.


The delayed spawns used work similarly to the regular spawn it's just that I have removed the requirement to be tied to a scene object. The doors work similar to the tinder caches but there is a key object that stores a numerical value and a boolean. When the player collides with the key, the boolean value for that key's value becomes true and is stored in player data, thus meaning it will save on multiple runs.


Reflection

I am very happy with my work this week, it's a solid amount of work done and of a good quality. I feel like the level design is really coming along and is going to very fun to play once the game gets released. Next week I will be finishing up the rest of Ember's Rise and start on the Vermillion Summit! Come back next week for more exciting updates!

Comments


bottom of page