Developing Level 2

After our level 1 playtest, I began developing our second level for people to playtest and give us feedback on:

Using my plan for room ideas for level 2, I finished the first iteration of level 2 quite quickly, as I didn’t have to think about the design of rooms as a whole. Only whether Kauri was physically able to get to certain parts of the rooms, and even this only required small tweaks from this initial planning.

It was at this point in development I realised that the Room Triggers needed an “Objects to Activate” array:

This is because aspects of a room that required timing would be in strange positions of they were active as soon as the scene started (Like moving platforms, which were introduced in Level 2).

Leave a Reply

Your email address will not be published. Required fields are marked *