Level Blocking


Assignment 3 - Week 9 - Level Blocking

Level Blocking

The main goal in Sir Axelot is to climb your way to the top of a challenging map. This makes level design crucial to the functionality of the game. The idea is that the challenges of the obstacles in Sir Axelot get progressively harder and allow the player some time to develop their understanding of the mechanics whilst still allowing them to make some progress. It showcases different obstacles which they must tackle and then use that knowledge to continue taking on harder things. 

Map Design

The very basic layout of the map consists of three sections:

The first section is a grassy, hilly area where that are platforms slowly gaining in elevation
The second section is a cave area where enemies will be introduced into the game (haven't made them yet but use your imagination)
The third and final section is a castle in the sky area where, at the top, the end goal of the game will be

The entire map is still being created but the main goal is to slowly teach the player different mechanics and techniques one by one. 

Level Blocking

The first section is the easiest, this section takes some time to complete but is easier than the other sections, this is where players will develop their core understanding of the game by introducing obstacles in increasing difficulty in order to make sure they know the basic ways to move before they attempt to tackle larger obstacles.

The second section is similar to the first in that it isn't overly hard, it will still be difficult but the consequences are not too high if you fall. However, this section has enemies, these enemies will slowly climb the walls always heading for you. To beat them you must either out climb them or pause to kill them with your axe whilst not accidentally getting bumped off or accidently bumping yourself off a ledge.

The third and final section is the hardest. This section will have the hardest challenges and have the biggest consequences for any mistakes you make, potentially landing you right back at the start. At this altitude and not in the caves, the enemies can no longer survive so you will be safe in that sense. Yet don't make any mistakes or you might be very disappointed.

Feedback on Level Blocking (and how movement feels within the level)

Difficulty ramps up quite well, it's a good start for basics to be learnt and to teach the player how to move so good job!!!
Nice difficulty progression...
Good balance of fun and frustrating...

As mentioned above, the idea was for the difficulty to slowly but surely increase. This reassures me that things are headed in the right direction. Also reassuring to see people enjoying it. 

Movement is nice but vertical doesn't feel as solid as horizontal..
Horizontal movement feels good. After a while I found it easy to get across gaps consistently and adjust myself for a jump. Vertical movement feels a bit finicky though. Feels a bit like I'm just waiting for a lucky push to get up to higher ledges.

This was the main feedback I got for level blocking, although it is technically player movement, this problem has a big effect on level blocking and its ability to feel like it was created to work. I have now changed the vertical movement to allow the player to go higher by changing the player mass briefly according to their vertical velocity. This also means that horizontal movement is unaffected but as mentioned in the feedback, allows players to reach higher places more consistently rather than waiting for some "lucky push".

Overall, I am happy with the progression being made and how things are turning out. The feedback has come in handy to iron out some of the things potentially limiting the game from feeling more polished.

Lastly, this is a GIF of some of the increasing challenges that the player will face:

Files

Sir.zip Play in browser
Sep 18, 2021

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