i built a test level in which to see the flow and look of the level, however this level was scrapped and rebuilt because of the environments flow, the mechanics were kept and implemented in the new level but the layout was changed.
it seemed that the first part of the level with the spiral stairs actually diroentated the player, as they spun up them at quite a speed, the player could also cheat and jump from one platform to another as they were too close together, there was no sense of direction for the player with this setup, no reason for the player to go a certain route which in a game style like this can just be frustrating to get confused and lost in.
the second part of the level depicted the player doing some simple platforming and climbing what seemed like way too many stairs to reach the entrance to the fortress at the top, the pillars would ave been a boolean style puzzle but the player wouldnt know to go up to them and start moving them there was no environmental or narrative incentive to do so, my ideads are ther but the structure still needed some work, because we were working with assets from the udk engine i decided to go back to the drawing board and have a look into what assets were available to build the level and puzzles, this was a nice starting point but its still very naive.
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