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’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.
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.
A friend of mine told me, after reading previous posts on jet pack shooter, that it was time for me to stop screwing up with features and that I should start the game at last, to release a first version as MVP (Most Valuable Product). Well, darn, I know he is right. Still, I’m sure the game has nothing yet that will make it unique and possibly successful.
But I decided to follow the advice and develop features “when needed”. So, I finally started the introduction level !
Here come some screenshots. I don’t want to show a video for now because the introduction stops abruptly where I am right now.
This introduction level will end when the main character get his sword and gun. It’s a basic and short level composed of 2 areas (green area and prison). I’m also applying a shader for the ambiant colors. It makes it a bit less flashy I think.
Here is the full level from the editor view :
I’ll do a video as soon as the final part of the level is done… I’m doing some animations for that !
I’m building a quick and dirty proto map at the moment.
I’m a pure newbie in level design but so far I can say it’s both awesome and painful. “Awesome” because I’m using some Unity features I didn’t use till then and I like what I’m learning (terrain painting, navigation baking..) but “painful” when it comes to actually build something great. At the moment, I’m just building a sandbox where I’ll play with all my game mechanics. But I already feel the pain of building an actual level ! Darn, I’m getting more and more amazed by level designer’s work. I’ll have to study a bit before getting into the levels creation or else I’ll end up insane.
Right now, I’m doing some tests on mobile. It’s working just great. I’m also doing some gameplay twicks thanks to some people testing that for me at work. That’s pretty important to have people testing the gameplay early in the process I think. It’s even more important when you’re building a game all by yourself… I already changed a lot of times the interactivity thanks to that. And now that I compare the current state to what I designed initially I’m glad other people around came up with better ideas.
Btw, Happy new year ! I wish you all the best for 2017 !