Sunday, January 15, 2017

Keep on Rolling - 2D Platform Layout

Below is a layout (on paper and a vector) of my 2D sidescrolling platform level titled "Keep on Rolling."

The theme for this level was mainly a tomb/dungeon-style theme based around the "Runner" style video games. Originally it was going to be mainly a runner with platforming included, but in the end it became a partial runner, however mostly platform, styled level.

The location is a tomb/dungeon underground, filled with traps that are there to prevent you from obtaining the long lost treasure. I'm hoping to include the use of depth to give the sense that you really are in a 3D space, but the plane is just turned to the side.

The design of this level was meant to increase in difficulty as you progressed through it, mostly so the player(s) can play it and still find some difficulty in beating it, but also because I figured increasing the difficulty should represent how close to the reward the player is.

In the beginning the player is shown how to use the directional keys (A and D) before finally learning the jump button (W). After that, the puzzles range in difficulty are there for the player to not only learn the mechanics but also "master" them. For example: the player first learns how to jump just after learning the directional keys, but even if they miss the jump, they aren't punished, as they can easily jump back up on to the blocks and continue on their way.

However, once you reach the next part, you see that not only do you need to use the jump button to progress, you also need to do it quickly, as a ball will drop down behind you once you pass it, and will easily catch up to you/kill you if you stop moving.

I did my best to design this level in a way that the player can play it and take their time while also including periods of suspense and tension where the player may least expect it, providing an experience that isn't boring or (hopefully) too irritating. There are a few spots that get difficult, but they're relatively short.







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