Kit-109 Dodge em or Give up, Level Blocking


This Week I focused on Level Blocking, building the level structure and putting in placeholder items so how the level will work is clear.

I designed four levels, 3 of which I've incorporated full movement of the enemies in and the fourth is part way done. As i made the levels and put in enemies first i got some feedback that the first and second levels were 'very samey' and so i introduced the idea of pick ups in the second level to give an objective to the player besides dodging to the end.

This is the first level with the player (red square) starting in the spawn zone (green area). The opposite green area is the end of the level that will take you to the following level. As previously discussed this level has no pick ups and is made to give the player an idea of the movement they are working with, hence the large spawn area before engaging with the puzzle. The blue circles are the enemies and as of now have simple colliders and rigid body so  you can tell you've been hit if they start going off course. They have a script having them move between to points on the x axis. They are purposefully set up to be on their own row of squares to make it easier for the player to predict their path. 


This is the second level and incorporates pick ups (they don't actually work yet). Smaller spawning area this time as movement should be familiar now. This time I've set the enemies up with a script to make them go between two points on the y axis. Ran into some unforeseen trouble here as I initially tried to use my previous script for x axis movement but found out that changing right and left to down and up didn't work as 'down' doesn't exist in unity. Had to set this one up differently because of this using -transform.up to get my down movement. In this level the idea is to get all the pick ups from the center before being able to finish the level on the other side. This level went through some feedback testing, mainly around the speed of the enemies. My initial speed value on the player was 5 and so was the enemies, after a bit of playing around with it and testing 'the feel' I ended up with the player being at speed 3 and the enemies at speed 6. 

 

This is the third level, which has pick ups and a different movement for the enemies. Making this level I created 33 enemies with 32 being the children of 1 in the center. I made a script to rotate the parent enemy at -90 degree's per sec. Went through a little trial and error with this script, rotating them on their z axis  but managed to figure out the issues. This level focuses on using your faster diagonal movement to keep up with the rotation and collect the pick ups as you go. 


The fourth level is not finished movement wise. This one also features 4 pick ups to collect before being able to finish the level, The two moving parts at the moment are copies of the same scripts used with different values. The stationary enemies will be acting like gates. The are currently set up as 4 groups of parent children lines and the idea is to make them swing open and shut like a gate. The currently moving enemies are their to distract you while you do something that would otherwise be quite easy. 

Currently all pick ups in each level do have colliders but they are set as a trigger for a script in the future to make only the player interact with them. The end of level green squares have similar colliders that are set as triggers for the player only that will take into account the number of pickups obtained before letting you move on.  While the enemies to move at the moment and collide with the player they are yet to reset the level on impact. Further interaction will come in the next dev log.

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