Week 12: Revising Level 2


This week I worked on revising my level from playtesting feedback.  The first thing I changed was the size of the switches in the 2nd power puzzle, so that they correspond to the increase in rotation per switch activation:



This should help in showing the difference between these switches.



One major thing I saw was a lack of conveyance with the third power level puzzle; playtesters had a hard time figuring out what to do and what each switch did. To fix this,  I took a suggestion from a tester and fixed the camera on the level instead of the player in this section, and when switches were pressed, the player would be able to see how it would affect the level as a whole.

Here's a demo of this:


The camera controller works by following a target Transform, which is typically the player. To make it fixed on a certain position, I created an empty object to act as an anchor and added a camera position variable into the Trigger editor to make it settable:



I also added checks into the Camera Controller script that if this trigger did not have a transform in it, the camera would follow the player by default:





Some players were skipping the challenge in the 4th power zone accidentally with a high-speed jump, so I made the water deeper to prevent this:



I also tilted the bar so that if the player fell into the water they could jump out easier.



In my spare time I made another tileset that I implemented into the intro and exit section of the level, to show the difference in environment and clearly mark the bounds of the lab:




Here's the tileset:



Overall, I'm happy with the clustering and the new brown colors added to the palette. In the future I'll be focusing on the integration of a pause menu with UI elements and things like post-processing effects. Until next week!

Files

WebBuild V3.zip Play in browser
Mar 29, 2023

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