Dev Log 6

Since last week  have thought about the first level more and have realised I have not created a way to get to the next level. With this in mind I went back onto SketchFab and looked at different assets that could be used to get to the next section of the game. In doing so I came across a well asset which I thought would be an interesting way to transition to the next level. I imported this and added it to my final platform of the game. I decided that this well should be a lot bigger than the character to that the character need to climb up to it in order to progress.


This week I have done a similar process to what I had done last week. This week I started by drawing out my level design making sure it was going to be different from the previous level. I once again used my iPad to create different shapes representing various platform types and organized them on separate layers so I could adjust placements easily. This planning phase helped ensure that the level design flowed well and maintained a good balance of challenge and accessibility.



My net step was to go back onto SketchFab where I searched for low-poly sand and rock assets to create the platforms the character will navigate. Since consistency is key in a cartoon-style game, I focused on finding assets that matched the art style to keep the game visually cohesive. Once I found the assets I liked, I imported them into the project and set up their materials, making sure textures were mapped correctly. With the practice of plugging in the channels in the previous week I was able to set up the material

With my plan sorted, I started adding platforms into the game. As I tested gameplay, I had to tweak gaps between platforms to ensure jumps were possible while still requiring skilful movement. Additionally, I encountered an issue where some platforms had incorrect collisions, causing the character to appear as if they were floating again. To fix this I used the same tool that was used last week which fixed the collision error.

Next, I’ll be refining the layout further and adding interactive elements like crumbling platforms and environmental hazards to enhance the challenge.


My final step for this week was to  work on implementing crumbling platforms. These platforms will fall after standing on them for a short time, forcing players to move quickly. When the player steps on a crumbling platform, a small visual cue of the camera shaking symbolising that something is going to happen. After a small delay, the platform falls and disappears, making it impossible to stand on it for too long. I will later code in so that the platforms respawn after around 10 seconds, so it allows the player to retry without permanently breaking the level’s flow. I decided to make the colour of the platforms lighter to give the player a visual cue that something different will happen on them.

Overall, I am happy with the progress that has been made this week as I am getting closer to being able to finish the challenges which means that the sand level is nearly complete. Next week I will focus on getting this level complete by adding in the pendulums.

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