DAY 39
Hey, all. Back from a little break from the project. Well, back to actually working on the game, because I did some behind the scenes research and project management (just a tiny little bit). And then took two-three days off.
So, today I continued working on the first part of the second level. And this time, things started to gel nicely. A little recap, the level design for this particular area was finnicky to work on: the layout did not translate well into actual gameplay, no matter what pattern I'd use and it did not keep the player active enough.
And the whole "implement-test-delete" went on for quite a while. I think there were at least 3-4 different versions, on top of the number of versions before today. True, some versions had minute changes and 2 of them were drastically different.
But all in all, today marked a breakthrough, in the sense that now, the area is reaching a satisfactory level of quality. Still not there, though, but it's definitely something more dynamic, active and scenic at times.
Here's how it looks now:
So in this first part of four, we're going to have Grappling Hooks, some platforming, one zipline and one wall climbing mechanic.
I've never talked about wall climbing so here goes. There are going to be 2 types of climbing in the project:
- one more akin to rock climbing in real life, with fixed points where you can place your hand (think ledge climbing in Rime or Assassin's Creed games)
- one more akin to the traditional wall climbing in games, with a designated surface on which to climb (think wall climbing in Doom Eternal)
This would be my focus this week, alternating between finishing the second part of the second level and attempting to implement the wall climbing.
For the second part of the second level, I feel that now is the proper time to place something challenging. So I'll consider marrying the collapsing platforms from the previous level with the grappling hook.
That's all I've got for today. See ya in the next post, bye.