Posted October 13, 2021 by calebstudios
The development of this project began with two ideas. The first being the core idea of being able to rotate and walk and walls. The second idea being that because of that rotation you will have to navigate around a slamming effect. I created a simple wall rotating and slamming prototype, and through playtester notes realized that the wall rotating function was not fun for the user. (the chart below should explain that the gameplay does not change through this design.
I then decided to focus entirely on the slamming feature of this project. That is when I feel I got this project truly steamrolling. I created and implemented bouncepads, and methods in design that would respond efficiently to a varied change in downward force. A lot of time was spent on aesthetics as well as programming. While slamming was easy to develop, it in relation to other objects grew more challenging. Health systems, and death systems also took time to implement correctly. With the mechanic working successfully I feel the rough area needing work is the level design around that mechanic. I tried for this class to make each level mean something. The first being a tutorial level, second introducing slamming, third refining that in higher pace format, fourth being a downward pit you have to navigate around, and fifth requiring you to move at not the highest point of the slam. That being said these levels are short and do not fully achieve the intended goal.
Click here to see the presentation:
https://docs.google.com/presentation/d/1XK-uz82WNmY2WH9krj2hnde_3QYBkfur-U09eLkP...
Playtesting results version 1:
Playtesting results version 2:
Playtest results version 3:
Original level design concepts
Enemy sprite sheet
Heart design
Level Tile Sprite Sheet
Starting Player Sprite sheet
Final Player Sprite Sheet