Building a Test Level
The quick scene that I threw together for testing the character controller needed replacing. It wasn't a very good test of the character controller because it didn't represent the type of movement that would be in the game.
The intro section is a large open space where the player can get used to the controls. To advance from this section the player must jump on some pillars that lead to the section exit. The small pillar's height is 1m above the ground so that the player can jump onto it without holding the jump button. The medium pillar's height is 2m above the ground so that the player can jump onto it from the small pillar without holding the jump button. The player can also jump onto the medium pillar from the ground by holding the jump button. The large pillar's height is 4m above the ground so the only way the player can get to it is by jumping from the medium pillar and holding the jump button. From the large pillar, the player can reach the section exit.
The next section is the moving platforms introduction. It features a boxed-in area with two moving platforms that the player must jump onto to cross the gap and reach the exit. There is a ground at the bottom of the gap with a staircase leading back to the section entrance. This allows the player to fall off the moving platforms without being penalized.
The final section added to the most recent build is the rotating platform introduction. This section also features a boxed-in area with a rotating platform that the player must jump onto the cross the gap. Like the moving platforms introduction, the rotating platform introduction allows the player to fall off the rotating platform without being penalized. At the bottom of the gap, there is a corridor that leads to a moving platform that will return the player to the section entrance.
In the next build, I would like to add a section that tests the players' abilities with moving and rotating platforms by removing the boxed-in area around the platforms. For this to work I'll also need to implement some kind of checkpoint system so the player returns to the start of a section if they fall off of the level.
I would also like to add a large section to the end of this sequence of levels that is similar to the intro section in shape. This section will have multiple exits and will serve as a hub for additional test areas. For example, if new platform types are added I can build a section off of the hub for testing. My goal is to have all planned mechanics for the game represented in this test level to make it easy to test functionality and to provide gameplay for early playtesting before I commit to building real game levels.
Files
Vaults & Vampires
A platform adventure game with mechanics and themes inspired by tabletop role-playing games.
Status | Prototype |
Author | rcxa |
Genre | Adventure, Platformer, Role Playing |
Tags | 3D, 3D Platformer, Prototype, Singleplayer, Unity |
More posts
- Refactored Shadows for Performance89 days ago
- Audio Controller for Sound EffectsFeb 18, 2024
- Refactoring and Starting CombatFeb 03, 2024
- Double JumpingJan 29, 2024
- Spikes and Mobile InterfaceJan 21, 2024
- Player Health and DeathJan 15, 2024
- Waypoint SystemJan 14, 2024
- Jumping and Landing FeedbackJan 08, 2024
- Codebase Restructuring and Walk AnimationsJan 06, 2024
- Player Animation ControllerJan 04, 2024
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