Let’s see a bit how the whole thing looks like so far with some random pictures I collected:
Survival will probably be unlocked after the first 10 levels are completed or so… But I guess I will release a first version of the game without it because it requires me to design arenas, work on the waves and rewards… It would take some time. And I spent enough already…
Even though the game is ready to be multiplayer with Photon, I need more work to create the lobbies, the friends management and the actual levels or modes that should be available. So I decided to not make it available for a first release.
I have plenty of swords and masks (because I used assets from the store) but I lack clothes and guns. I need to come back to that before releasing a version.
I’m making some pictures of the levels from above to be a bit aware of their complexity and consistency. Each level will be in 2 (or more parts). And starting level 4 or 5 I will introduce bonus sections in levels (like in Sonic and Donkey Kong).
I used a different shader for the tutorial… I now realise it’s too dark compared to the one I used for other levels.
As expected, the first level is quite straightforward. It’s essentially there for the player to experiment what was shown during the tutorial such as: using the controls, beating basic enemies easily, and understand basic mechanics (switch and doors).
The part 1 of the level 2 is meant to break a bit the linearity. The use of water helps me to avoid repetitions (in design) and allows me to explore more situations (fight on bridges…). The challenge here is to make a flat level. Ladders are only introduced in level 3. Note I didn’t finish the part 2. I’ll finish it tomorrow… I need to do a bit more level design to introduce the boss of the level (an armored cat). This level also introduce the cages to break to save rabbits.
Level 3 introduces the ladders and allows the user to evolve on different heights. The part 2 shows it with the cavity under the bridge. I’ll have this kind of pattern on different floors in a future level. I made this level a bit more linear than the previous to focus on the ladders. Next levels should be a bit less linear.
Here is the plan so far:
Level 4 will be under the rain, with a darker shader but in kind of the same setting as previous levels but with new enemies probably (cf Shielded Cat).
Level 6 will introduce the lasers and other traps (cf Laser) and a rolling rock to escape. I didn’t make a post about the rock, but I made the mechanic already.
Level 7 will introduce the block moving mini game (cf Block Mini Game). I’ll probably change it a bit… Currently the gameplay is too rigid…
Level 8 will be a level were you need to protect another rabbit. I still need some dev for that but there is no challenge.
Level 9 will be a kind of tower with only battles against all the enemies met so far.
Level 10 will be a boss with 2-3 states I still need to design and make a model for. But as I mentioned (I think) in an old post it’ll most likely be a flying robot like in Sonic, with a cat that should be recognisable in the future…
Once level 10 is done, I’ll focus on the sounds for some time before moving forward.
If you’ve been reading some of my old posts you probably know my biggest source of inspiration since the very beginning is Red Steel 2: the sword/gun gameplay or the family of enemies (armored, gunner, heavy) are quite based on what Ubisoft did on RS2.
Here I’m adding dummies, just like in RS2 again, for tutorials that will appear in some levels.
For example, the armored dummy will appear in level 2 to introduce enemies with armors:
You will only be able to leave this part of the level after beating 2 dummies.
I felt like the various crossing mechanics I had till then (animated bridge, ladder) were too few to have enough variety, so I just introduced an elevator.
The height is quite modular. And it could be converted into a horizontal moving platform as well. Also, I’ll soon make a mini game that will leverage of the elevator, to basically transport things to a higher/lower level.
As you can tell, the design is quite cheap. I used only scaled squares. But it does the trick for a low poly game I guess.
I’m back on some proto maps to play with those new features. What I call a “proto map” is a scene in which I put a reduced set of features that belong to the same family. For example, my proto map for crossings look like this:
I’m not an expert on game making (just had a bit of experience in the industry) but I really think as a gameplay programmer I need to experiment things outside of actual levels. This kind of prototype maps are ideal for that. I can break things, spawn enemies I want and most important: I can come back to it any times. I have plenty of proto maps for each topic and it helps me a lot to increase my productivity. Maybe I’ll write a post about this practice and its benefits later!
Anyway, let’s focus on the elevator for now. In a level, with the right shader, it will look like this:
I think it blends quite well in the setting. I don’t think I’ll make a level with that right away. But it’s good to have it!
Alright, let’s complete one more level before I make a new mini game.