I think I mentioned it in a previous post, but I wanted to add some in-game challenges you could find in levels to unlock some rewards. Here it is:
Green Golem as the one showed in the video will be dedicated to “dexterity” challenges, while red Golems will be for fight challenges. It will trigger battle harder battle waves than in the level itself.
Note: i didn’t make the mesh (I found it on the asset store). I just made its avatar for the dialogs.
Challenges reward will give diamonds only the first time they are unlocked. When re-playing the level rewards will be downgraded to extra coins or other in-game perks.
This feature was quite easy to complete, considering it’s leveraging on the dialog system I made before, the destructibles and random event listeners I have on various scripts that only require configuration in the editor. I mainly had to add the timed sequence, some teleportations, the dialogs to accept the challenge and give the reward, and finally the storing of the challenge state in player’s data. Piece of cake! 🍰
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.
I made some updates on the customisation logic to introduce masks (or hats).
I previously introduced perks for weapons, and I felt like I could have another item for perks. So I decided weapons will only have bad effects (= only reduce health and dash) and masks will only have good effects. Let’s say a good sword reduces the health by 2 points, then you could wear a mask giving 2 health points to fix that, for example. The whole point is to force players to use his money for that, of course 🙂
In this section, I also try to bring a bit of jokes. I need to have more of that. Else it will be way to serious.
Here is a demo:
Note that there is a new “Skills” section (cf first screenshot). I moved the “Super” section there. And there is also a new “Combo” section. The combo I previously introduced (cf Sword Combos) will have to be unlocked as well.