#SuzyCube #gamedev #indiedev #madewithunity
Level design was the name of the game this week. Not a flashy update but some good progress made nonetheless.
Work on Level 5-4 is nearly complete! The level itself is done but I'll be doing a coins and pickups pass this afternoon as well as refining the culling zones to optimize performance.
|Up we go!|
The level is split into three sections. Each section starts with a horizontal obstacle course followed by a vertically auto-scrolling climb around massive tree trunks. A teleporter at the top of each climb takes Suzy to the next section. Using teleporters this way was the easiest way to ensure checkpoints would play nice with the auto-scroll setups.
I also made a couple of small changes to Level 5-2. Nothing major, just "quality of life" stuff to polish the experience.
|Haven't I seen this in a movie?|
I also addressed some awkwardness in this bonus star area of the level. The idea is that Suzy emerges from the archway up top and then is forced to slide down the ramps. If players fail to jump at the end of the third ramp, they will miss the star and be forcefully dumped into the exit teleporter. I had initially made the whole thing way too cramped which made the sliding go by too quickly and also caused Suzy to bump her head when jumping. All Awkward! So, I've opened up the area, and it feels much better now!
Short and sweet. No flashy stuff like new enemies or anything, but it sure feels good to have another level design in the can! For next week, I'm getting to work on the only remaining main game level, Level 2-4! This will be a significant one as it will serve as the game's introduction to the Ground Pound power-up! See you all next week!