Posted March 21, 2023 by BrianHoet
1. Introduction
This week the team focussed on making a proper prototype to get it approved, and did a bit of level design. In this devlog we'll go over the evolution of our prototype, level design and some changes regarding our gameplay.
2. Character
Further, we developed the Sloth mascot, so it’s more distinct and recognizable than before. The silhouette has been improved for the readability and we made the overall design better. The pose has also been modified for rigging purposes.
3. Level Design
We decided to go with modular bundles for the level design. Having different variations that will connect nicely with the aid of our pieces in between that we will go over underneath. Underneath you can find 4 examples of the bundles.
We decided to create "connector blocks" which creates a better flow between bundles. To do this we came up with a system, having 3 different heights for both the start and end of the bundle. These are High, Mid and Low. Height is 4 meters, mid is 2 meters and low is 1 meter. So for example we can have a bundle starting Mid ending high and another bundle starting high ending low. we connect those two with a connector block that goes from high to high. Knowing these heights will allow us to easily design and create modular bundles that connect flawlessly. You can see them underneath highlighted in red.
4. Mechanics
As mentioned before, we changed the main mechanic to being a skateboard movement. Aside from the mechanics we already implemented before, such as jumping, movement, double jump, sine wave coin and goombas, we added speed pads, bounce pads and a changed movement.
The speed pads are designed to help proceed the player faster throughout the level, while the bounce pads are designed to help reach the player higher places. These two make the game more dynamic.
The goombas and turrets are meant to make it more challenging for the players, but we decided only to use the goombas to not make it too hard.
The movement component was a platformer movement at first, which means left, right, and jump, but we decided to change it to a skateboard movement, so it fits our level design better.
5. Prototyping
Last week we added the mechanics as mentioned above. These are the reasons why:
6. Conclusion
We think the changes we made this week are beneficial for our project and are exited to work further on this game and see it all come together.