Skip to main content

Level Design Idea for Platform Game Assignment




Thinking about my level design, I was inspired by Mario,Kirby and Sonic games. Having grown up with Nintendos Super Mario Brothers games, I wanted to keep my level simple as well as  entertaining. As I recalled playing levels from previous games, I  started to add enemies/ monsters to my level that would pose obstacles for the players, to learn controls.

In my level, the player has set amount of time to move (currently I am thinking about approx 30- 45 seconds) to explore the controls. After the player covers a certain distance  the screen will start scrolling towards the left of the level, motivating the player to  jump over suspended platforms, collecting coins, defeating enemies or avoiding them (up to the player) , using portals and other game mechanics. 

The screen scroller will adjust its speed over time to to pose a challenge to the player playing the game as he/ she start feeling comfortable with level, thus keeping the player on their toes.   












Comments

Popular posts from this blog

Particles Refrence and Tutorial!!!!!!!!

Hey guys! For this post, I am excited to announce that I have been learning particles in Unreal Engine 4. And i have to say I have learned alot and enjoyed learning particle this far.  When i first started learning them, I thought they would be complicated, but the statement prooved to be false and was surperised how easy it was to understand them and apply them. After practicing through the tutorials I have learned  all the different types of particles, such as, emitter particle effects, HUD emitter particle effects, Mesh particles, Ribbon particles,  animation curve particles. Anyway, continuing the current assignment, i had to do some research on what kind of a particle do I need to work on and how I can apply that to my other collaborative project of the racing level. And the answer to that was kinda obvious. since i wanted to  have a sand storm in my level, I decided to peruse the sand storm effect. I looked at few real life references and few game ones....

Interactive realistic water ripple effect with dissolving material

By Mayank Babbar Introduction: The original aim of this project was to have interactive water ripples with the player or any moving mesh in 3D space. To achieve this goal, I subdivided this project into the following 4 phases: Research. Process. Progress. Execution. Each of the above phases were treated as calculated time sensitive variables and were executed within the give time frame. Following is my timeline for each phase. Week Number Dates Phases 1 3/31 - 4/4 Research 2 4/7 – 4/11 Process - Progress 3 4/14 – 4/18 Progress -Execution 4 4/21 – 4/25 Execution- complete 5 4/28 – 5/2 Submit Phase 1: Research In this phase I researched on many games characters moving through water mesh.  I took references from the uncharted series, Tomb raider and others. After observing how water would react, I looked for tutorials online. They are as follows. How to make interactive water ripples with moving mesh https:/...

Exploding Barrels and Turrets

As i approached this assignment to make exploding  barrels and turrets  I was mainly inspired by Michel Bay. In the following video, You will see how the turrets detect the players location and aim the barrel  basing on approximation of distance and weight Following are the series o of pictures that  show how I created exploding barrels, Turrets and how they interact with the player Exploding Barrels : Component Editor As you can see In the component editor, I have the mesh, The sound The rout ( Sphere) and the particles for explosion and The particles for smoke. All of these components play an Important role  in the graph editor. Graph Editor: Following is how I approached creating the exploding barrel as it interacts with the car.   Devideing the smoke and the explosion into 2 different sections Note: For the smoke section:  we connect the delay to the explosion section In the following  continues only for the e...