This entry is kind of all over the place, but I get around to what I’ve been working on specifically (level creation and implementation) toward the bottom. I have to make up for many weeks of silence first. I’ve been really busy. I talk a lot about design too. Blah. There’s pictures!
A few things that have happened in the last few weeks…
We had a demo with Electronic Arts, Microsoft Game Studios, Smart Bomb Interactive, and some other indie developers. The general consensus was that we had a great game. And a design lead from Microsoft, I can’t remember the direct quote, said the game was “so impressive”. There were, however, level design issues, and I was aware of this…just listen to me ramble some more. I’m getting to it.
Probably the person who caught my attention the most, though, was a designer named Alan Tew. For the last few months, I had been suggesting this idea that the game needed progression. I had thrown the idea of “starting with no hats” in the ring several times before, and progressively getting different hats. We teach the players how to run, how to jump, how to climb vines, and then progressively move them through different challenges. Basically, making sure they know how to use their Archer Hat before they get their Dragon Hat or their Jester Hat. After playing my game for about 15 minutes, Alan knew exactly what needed to be done. He said that we needed to teach the players, and not throw them into using all the hats in one level. This guy understood what makes a game good. We wound up talking for quite a while after the demo. It was his suggestion that solidified what we needed to do and kind of paved the way for our new game plan.
A few other things we got was that we needed to lock our z-axis. Alright so, I made this 3D physics and collisions engine and pipeline. That’s not exactly what I wanted to hear, but I guess I could understand where they were coming from. Basically, with the amount of time we have left, it was almost necessary to eliminate the Z-axis so we wouldn’t be having to write sophisticated AI for combat. Fair enough. I’ll add my own little twist.
And then the next suggestion, from almost all of the pros, was to eliminate combat and switch over to more puzzle platforming. This was another thing that I had been talking about. Switching to more Megaman-like enemies, where they’re more parts of puzzles, hazards, and scripted obstacles that complicate your advancements through the level or a puzzle. No super sophisticated combat. ONLY HAMMER JOES.
All in all, this is exactly what I wanted to hear, and much of what I had been saying. It took a room full of actual pros to convince our team that this was the direction we needed to go.
SO WE FORGED A NEW PLAN FOR LEVELS
1) The Z-axis is now locked between 1 and -1 meters. Every shot you take at an enemy will hit. Every platform you jump for, takes up the entire Z-axis. I’m still worried that this is a little too awkward. If the need be, I can lock it entirely with the change of 2 lines of code.
2) The game is now more puzzle platforming, where enemies are parts of the puzzle, complicated obstacles, and hazards.
3) You will now progressively receive different hats. Learn as you go, bros.
- For the first level, you start with no hats. You learn to run, jump, and climb vines.
- Half way through the first level, you receive the Archer Hat, and then have to learn to ride arrows and bounce yourself on leaf platforms.
- The next level is an all archer level, where you have to fight enemies, bounce from platform to platform, and make your way to the end of the level using the archer hat.
- The third level, you use your archer hat half way through, and then come upon the Jester Hat.
- We continue in this fashion up until the Dragon Hat.
- We then have levels where you combine all 3 hats.
- And then a final platforming boss.
So what’s this looking like? We haven’t shown pictures in a while. We will be releasing our final market trailer here in the next month or so as the textures for everything gets completed. Here are the levels we put in this week. We have one other coming from Nick Rasband by Tuesday. We’re moving at a fast pace with levels and trying to put in as much content as possible.

Our new HUD. The goblin’s facial expression changes as different events occur.

Bouncing from platform to platform. These are placeholder platforms. They will be leafs in the next day or two.

An enemy cube (place holder) throws a bomb at our hero, as he gets ready to arrow the shit out of his enemy.

The first level in Maya.

The second level in Maya. The last part has some new trigger/moving platform puzzles that I’ve been programming.