Friday, 13 January 2012

Level design in full swing

While Ed fights the hardware, I was able to complete two more level layouts for the introductory part of our game (teaching about controls, interaction, puzzle solving etc).
One basic puzzle might look like this:


Easy stuff, but my pholosophy is, the easier You can drag the player into the game, the better, and I am all for seamless transition while providing actual gameplay.
"Press A to jump" for no purpose has...no purpose, so we put the learning phase right there into the gameplay from second one.
At the same time, Ed came up with a brilliant idea how to trace the layouts in our "DyEd" editor, to create them quickly and easily and be able to make changes without pain.
Fun times ahead.

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