Well, it’s nothing fancy and I need to do some polish but it should be ok for now…
This is the second part of the level:
It’s introducing the “password doors”. In level 7, we had to wait for the NPC to unlock some doors. Here the main character needs to find a code to open it. Since it’s the first appearance, the code is right next to the door, but in future levels the code will be in a remote location.
I just finished the level 7! It was quite a challenge since it came with a new gameplay (NPC protection) and quite some scripted events. The result is ok-ish, but I think it’s way too long. I’ll need to get some feedback to see if it needs to be split.
Anyway, here it is:
In this level, the mecha will make its first apparition but the player will have to destroy it. It won’t be possible to pilot it before the 2nd world (after the 10th first levels).
3 more levels to go before I do a bit of proper sound integration and before the Beta.
I’m now working on the part 2 of the level 7. It’s basically the inside of the laboratory.
In there I will introduce the robot crawlers and some of the traps (such as flame thrower).
The crawlers are used as “security guards” in this part of the level and the player will mainly face those inside the lab.
In this level, I’m trying to be more cautious to the lights and shadows. I made big shadows that will be visible on rocks here and there. Having the other character following the player reminds me of Rayman in some places.
The player will have to run when the flame thrower is holding fire. It will be a bit tricky since he is followed by another character. But I’ll see.
As I said previously, the story of the game is nothing fancy but I’ll still add here and there some scripted scenes to give a bit of background to the characters (like in level 4). The level 7 will reveal few things about our rabbits. Again, nothing fancy. It’ just to give a meaning to the quest!
Level 7 is a bit different from the previous one. It’s the first level where the player is not “alone” and followed by a fellow rabbit (AI). This NPC (Non Player Character) has to be protected by the player. In the future I intend to have some characters fighting alongside but this one is simply following and taking hits. If he dies, it’s a game over.
In this first part, the NPC will open the door to the next part by accessing a terminal. In future levels, I’ll problaby reuse this terminal so the player has to enter a password found in the level to proceed further.
So far I decided to make the NPC sensitive to the player’s attacks. But it makes it quite tricky to fight and protect at the same time. It’s really not an easy level. But I’ll keep it as it is and wait for Beta’s feedback.
Did I mention it? I’ll be doing a closed Beta to gather feedbacks when I reached Level 10.
If anybody is interested, please send me a private message.
Alright.. I’m done with the level 6 as well. It took me less than 3 days to complete. It shows that I’m more and more aware of the tools and of the process of level creation itself. And it could have been even faster if I didn’t have to do a tutorial there. I’m quite happy of the result:
The part 2 is slightly shorter in terms of exploration due to the fact the tutorial takes some time to complete.
I can now put red boxes as the one on the previous screenshot here and there in levels so the player can use the Super Attacks. It also means I will be able to do harder battle waves.
Four more levels to go before I start integrating some sounds. Then I’ll tweak the prices and stats of the item in customisation menu. And finally, I’ll start the Beta. I can’t wait!!
I completed the level 3 days before. It’s not the best level but it gives a bit of fresh air.
The level features the first boss of the game. It’s an easy one… But I’m still happy things are getting live.
Also this level introduces the Super Attacks and the perks. But I didn’t want to have tutorial about this here because this level is just for fun. It’s possible to finish it without understanding those things. The Super Attacks will be properly explained in the level 6.
The level 5 will be the first level with a shooting sequence.
The level starts with the introduction of another NPC. He will be present in some of the following levels where technology is involved (should be level 8 and 10).
The level 5 reuses the work I previously did on the shooter mode. I’m making the AIs to have a basic variety of enemies. It’s really inspired of various Space Invaders like games. And I really want to keep my 2D/3D work to the bare minimum here. I just created some basic animations and I’m using the same jet pack for everybody. It’s low cost but with a bit of colors and sFX it starts to be ok.
There is a fourth enemy that I’ll do who will be firing bullets in 3 directions. And finally I’ll do a simple boss. So far so good.
I hope I can finish this by the end of the week and get back to classic levels!