A Game -Critical Play Game Development Log(wk19)

Further Level Design

Level11

Draw a wire and switch the different coloured lights on and off by pulling the wire to make the opposite coloured buttons appear on the screen.

Level12

Hit the bricks, the player controls the platform to bounce the ball and hit the top Start button to start the game.

Level13

Tetris, where the bricks fall in a specific order. If the player places them correctly, the word START will appear and they will be eliminated.

Level14

A Final Fantasy RPG where the Miss/ -Start button appears on the opponent after the player has attacked them, or from the loot obtained after defeating them.

Level15

Pokémon. Start is a sprite to be captured and the player needs to catch it by throwing a Poké Ball to get it.

Level16

A simple but painful journey to find the start button from a pile of buttons.

Level17

Fruit Ninja. This level was hard to make! I didn’t want to simply split the buttons in half, I wanted them to be sliced at the same angle as the player cut them. So I learned to write the corresponding shader to achieve this. I also consulted with authors who had implemented similar functionality, but the overly difficult mathematical requirements dissuaded me.

Source: https://inkwalker.itch.io/astro-loading

Source: https://www.youtube.com/watch?v=FGL6SffDeVU

Level18

Fez. The player has to rotate the main screen to get the Start button step by step. The most difficult adjustments are the camera view and the buttons. Because Fez is based on a 3D game, and I am running it in 2D functionality. To make a 2D game produce the effect of a 3D game, it took a lot of calculations to make sure that the camera had the right angle and that the objects were rotated just right.

Level19

For DLC missions, players need to find and access the DLC purchase screen from the game download screen. Enter the corresponding code to unlock levels and eggs.

Rest of Levels

I also had initial ideas for themes such as Bejeweled, Bubble Bobble, Mario, Silent Hill, and Plumber, but did not go into further detail about how to play them.

This week has been focused on level design and I’ve been on a near frenzy to learn something new for each gameplay style. It was quite a lot of work. I’m glad I was able to get to grips with them quickly.

I put all the level designs into an Excel sheet. And in blue to indicate the narration that will appear in the game. Red indicates the key mechanics of the game design. When the levels are developed, I will turn them green.

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