i do want to discuss our first level and plan out the start to end. as we add stuff to the level i want you keep it categorized by: scenery, obstacles, traps, enemies, characters, treasures, power-ups, platforms, hazards. this player runs and uses power jumps to fly into the air and run along floating platforms, multiple power jumps multiply the launch energy sequentially, hypothetically we could have a level where to pass the players has to jump exactly from power jump to power jump flying higher and further with every jump interacting with things in the sky. i want the player to do crazy things like jumping over crazy stuff. this is a 2d world players have to go over or under obstacles. Obstacles might move, we need to understand high level generically what these pieces are what their properties are and how we are going to map them together. i would love it if one of your power-ups is bird call where a bird picks you up and you control it for length of the power up. we need to determine what sort of major scenery the character runs through, the lore of our story is each level the player gains another crown they are collecting crowns to save Jumpland from an evil prince’s wicked spell. So the major scenery is Jumpland a 2d wacky planet with crazy contraptions and conveyance devices mixed with various environments. for now we only need to determine level 1 environment. which is the introduction to the game. we may obstacles like flying lightbulbs, hammers, lawnmowers, whirlwinds, spikey smashers, floating hands that grab you, we have portals that can move you back or forward on the map, and a variety of different jumps which always compound each other, we have floating stone barriers the player has to run navigate jump through, there are pipes they run through hidden, there the player can ride rockets and birds briefly, so this is only initially a side-scroller it’s really an infinite space map because the player can fly so far up and we map paths through the air. if the player is up in the air at any height and misses a run path they fall to death (on that screen) players get bonked by some enemies and disoriented by others some enemies may knock you to your death, but the player’s lives are in falls the point of the game is staying in motion and hitting our paths in correct timing.
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