Thursday, February 23, 2017

Max Post for the Week 2/23/2017

This week I started doing level design! I designed a basic first level, with simple hazards and tutorials. I also created a purpose for the sign I created last week. When you walk over it, a message pops up like a tutorial. I made a series of these across the first level. This was the first script I made with absolutely 0 outside input or help, it was pretty simple. After making a mock-up of my level design I implemented it into Unity.


This is what the level looked like when I mocked it up on Piskel. The black means sign, green is ground, light blue is crystals, reds are hazards, yellow is the moving platform, and dark blue is the end of the level.


Here is what it ended up looking like in Unity. The big purple thing is just the UI button, you cannot actually see it there in the game.


Here you can see Pojo hovering over the sign, and the message showing. The text is not finalized, nor is the size. I plan to make the tutorial text bigger. These signs will only be present in the earliest levels. The first level has 6 such signs.

Tasks I completed:

  • Start researching level design
  • Make John's nemesis a moving platform
  • Create mockup of level 1`
  • Make sign interactable
  • Work on sign script
  • Sign activates message when walked over
  • Create messages for every sign on level 1
Next week I hope to refine level one. I will play the first level of Mario and see how long it takes, then check my level as well. After I check for timing, I may make changes to the level.

Active Tasks I hope to complete:
  • Create Level 1 (finalize)
  • Look into changing jump height with hold time (not high priority)
  • Time Mario Level One and Pojo Level One; compare

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