{"id":578,"date":"2026-05-15T15:56:40","date_gmt":"2026-05-15T15:56:40","guid":{"rendered":"https:\/\/sites.wsagames.com\/et4g23-yr3\/?p=578"},"modified":"2026-05-15T18:32:25","modified_gmt":"2026-05-15T18:32:25","slug":"planning-obstacles-and-abilities","status":"publish","type":"post","link":"https:\/\/sites.wsagames.com\/et4g23-yr3\/2026\/05\/15\/planning-obstacles-and-abilities\/","title":{"rendered":"Planning Obstacles and Abilities"},"content":{"rendered":"\n<p class=\"wp-block-paragraph\">This post will be about Paula and I&#8217;s though process towards planning islands, whether it be their aesthetics, new mechanics being added and even the order they are introduced to the player:<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Planning Ability usage<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">Before planning out the platforming levels, I need to know what abilities are available to the player. Many of which I have already developed and can be seen <a href=\"https:\/\/sites.wsagames.com\/et4g23-yr3\/2026\/01\/10\/phase-3-star-game-prototype-2\/\">in this post<\/a>, so the abilities that the player has available to them are:<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Variable Jump Height<\/li>\n\n\n\n<li>Wall cling<\/li>\n\n\n\n<li>Wall jump<\/li>\n\n\n\n<li>Grappling Hook<\/li>\n\n\n\n<li>Dash<\/li>\n\n\n\n<li>Double jump<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\">However, most of these abilities shouldn&#8217;t be available to the player at the very beginning so that gameplay can be made more interesting the further through the game the player gets.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">One issue of this is, I don&#8217;t want the early levels to just be the player jumping and that is all, so I have to choose what ability(s) should the player have at the beginning?<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Variable jump height is the very minimum of all platforming, but that would be a boring way to interact with the world if that&#8217;s all you can do. So I decided to alter the wall jump ability (To keep the fact that you can unlock a better wall jump later in the game):<\/p>\n\n\n\n<div class=\"wp-block-columns is-layout-flex wp-container-core-columns-is-layout-794e3cfa wp-block-columns-is-layout-flex\">\n<div class=\"wp-block-column is-layout-flow wp-block-column-is-layout-flow\">\n<figure class=\"wp-block-video aligncenter\"><video height=\"720\" style=\"aspect-ratio: 1280 \/ 720;\" width=\"1280\" controls src=\"https:\/\/sites.wsagames.com\/et4g23-yr3\/wp-content\/uploads\/sites\/41\/2026\/05\/KauriWallJumpBasic-1.mp4\"><\/video><figcaption class=\"wp-element-caption\">First, Basic wall jump + Limited Stamina<\/figcaption><\/figure>\n<\/div>\n\n\n\n<div class=\"wp-block-column is-layout-flow wp-block-column-is-layout-flow\">\n<figure class=\"wp-block-video aligncenter\"><video height=\"720\" style=\"aspect-ratio: 1280 \/ 720;\" width=\"1280\" controls src=\"https:\/\/sites.wsagames.com\/et4g23-yr3\/wp-content\/uploads\/sites\/41\/2026\/05\/KauriWallJumpUnlocked.mp4\"><\/video><figcaption class=\"wp-element-caption\">Unlockable Wall jump + Infinite Stamina<\/figcaption><\/figure>\n<\/div>\n<\/div>\n\n\n\n<figure data-wp-context=\"{&quot;imageId&quot;:&quot;6ac9f906a871d&quot;}\" data-wp-interactive=\"core\/image\" data-wp-key=\"6ac9f906a871d\" class=\"wp-block-image aligncenter size-full wp-lightbox-container\"><img decoding=\"async\" width=\"317\" height=\"58\" data-wp-class--hide=\"state.isContentHidden\" data-wp-class--show=\"state.isContentVisible\" data-wp-init=\"callbacks.setButtonStyles\" data-wp-on--click=\"actions.showLightbox\" data-wp-on--load=\"callbacks.setButtonStyles\" data-wp-on--pointerdown=\"actions.preloadImage\" data-wp-on--pointerenter=\"actions.preloadImageWithDelay\" data-wp-on--pointerleave=\"actions.cancelPreload\" data-wp-on-window--resize=\"callbacks.setButtonStyles\" src=\"https:\/\/sites.wsagames.com\/et4g23-yr3\/wp-content\/uploads\/sites\/41\/2026\/05\/image-55.png\" alt=\"\" class=\"wp-image-659\" srcset=\"https:\/\/sites.wsagames.com\/et4g23-yr3\/wp-content\/uploads\/sites\/41\/2026\/05\/image-55.png 317w, https:\/\/sites.wsagames.com\/et4g23-yr3\/wp-content\/uploads\/sites\/41\/2026\/05\/image-55-300x55.png 300w\" sizes=\"(max-width: 317px) 100vw, 317px\" \/><button\n\t\t\tclass=\"lightbox-trigger\"\n\t\t\ttype=\"button\"\n\t\t\taria-haspopup=\"dialog\"\n\t\t\tdata-wp-bind--aria-label=\"state.thisImage.triggerButtonAriaLabel\"\n\t\t\tdata-wp-init=\"callbacks.initTriggerButton\"\n\t\t\tdata-wp-on--click=\"actions.showLightbox\"\n\t\t\tdata-wp-style--right=\"state.thisImage.buttonRight\"\n\t\t\tdata-wp-style--top=\"state.thisImage.buttonTop\"\n\t\t>\n\t\t\t<svg xmlns=\"http:\/\/www.w3.org\/2000\/svg\" width=\"12\" height=\"12\" fill=\"none\" viewBox=\"0 0 12 12\">\n\t\t\t\t<path fill=\"#fff\" d=\"M2 0a2 2 0 0 0-2 2v2h1.5V2a.5.5 0 0 1 .5-.5h2V0H2Zm2 10.5H2a.5.5 0 0 1-.5-.5V8H0v2a2 2 0 0 0 2 2h2v-1.5ZM8 12v-1.5h2a.5.5 0 0 0 .5-.5V8H12v2a2 2 0 0 1-2 2H8Zm2-12a2 2 0 0 1 2 2v2h-1.5V2a.5.5 0 0 0-.5-.5H8V0h2Z\" \/>\n\t\t\t<\/svg>\n\t\t<\/button><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">But what order should the player unlock the next abilities? One thing I have to think about is: <strong><em>what does each ability provide to the player?<\/em><\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Wall cling &#8211; Extra time to plan route<br>Wall jump &#8211; Vertical height to scale walls<br>Grappling &#8211; Limited vertical and horizontal scaling capacity<br>Dash &#8211; Extreme horizontal scaling capacity whenever<br>Double jump &#8211; Extreme Vertical scaling without walls whenever<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">In this order, I feel like the player gains more from each ability, therefore this is the order in which I want the player to unlock these abilities. This is because, in some instances, the abilities that are ahead make some of the ones behind it redundant in a sense. E.g: Why grapple up to a platform if you can just double jump to it?<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Planning Platforming Obstacles<\/h3>\n\n\n\n<figure class=\"wp-block-image aligncenter size-full\"><img fetchpriority=\"high\" decoding=\"async\" width=\"567\" height=\"416\" src=\"https:\/\/sites.wsagames.com\/et4g23-yr3\/wp-content\/uploads\/sites\/41\/2026\/05\/image.png\" alt=\"\" class=\"wp-image-579\" srcset=\"https:\/\/sites.wsagames.com\/et4g23-yr3\/wp-content\/uploads\/sites\/41\/2026\/05\/image.png 567w, https:\/\/sites.wsagames.com\/et4g23-yr3\/wp-content\/uploads\/sites\/41\/2026\/05\/image-300x220.png 300w\" sizes=\"(max-width: 567px) 100vw, 567px\" \/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">After each level, the player will unlock a new movement ability, therefore, the new obstacles in that level should be informed by the new ability the player has just received.<\/p>\n\n\n\n<h4 class=\"wp-block-heading\">First Level (Tutorial)<\/h4>\n\n\n\n<p class=\"wp-block-paragraph\">The <strong><em>first level<\/em><\/strong> is an introductory level, so the simplest obstacles should be there:<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Falling platforms &#8211; Platforms that fall after a short delay of triggering<\/li>\n\n\n\n<li>Crumbling platforms &#8211; Platforms that disappear after a short delay of triggering, then reappear shortly after<\/li>\n\n\n\n<li>Bounce Pads &#8211; Provide the player with a horizontal or vertical boost after touching<\/li>\n<\/ul>\n\n\n\n<h4 class=\"wp-block-heading\">Second Level (Grapple Unlock)<\/h4>\n\n\n\n<p class=\"wp-block-paragraph\">After this level the player unlocks a <strong><em>Grapple<\/em><\/strong>, the grapple gives the player a quick boost horizontally or upwards, towards the object that they grapple to.<br>Given this boost of speed the player now has access to, I thought that moving platforms or hazards they would have to get to or dodge just in time would be a great obstacle.<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Moving Platforms &#8211; Platforms that move at a set pace between two locations, periodically stopping at each one<\/li>\n\n\n\n<li>Moving Hazards &#8211; Act similarly to moving platforms, but kill the player if touched<\/li>\n<\/ul>\n\n\n\n<h4 class=\"wp-block-heading\">Third Level (Wall Cling\/Jump Unlock)<\/h4>\n\n\n\n<p class=\"wp-block-paragraph\">As the player now has more vertical capacity, I thought of bubble columns that can boost the player horizontally to match the new vertical capability.<br>These bubble columns (and steam columns that damage the player) would turn on and off periodically.<\/p>\n\n\n\n<h4 class=\"wp-block-heading\">Fourth Level (Dash Unlock)<\/h4>\n\n\n\n<p class=\"wp-block-paragraph\">With the dash the player can now move through levels much quicker, to encourage the player to move quicker and not just to survive: I thought of periodically appearing platforms that force the player to make quick decisions about how to approach a level. Lastly, a final level that moves upwards and kills the player for taking too long<\/p>\n\n\n\n<figure class=\"wp-block-image aligncenter size-full\"><img fetchpriority=\"high\" decoding=\"async\" width=\"567\" height=\"416\" src=\"https:\/\/sites.wsagames.com\/et4g23-yr3\/wp-content\/uploads\/sites\/41\/2026\/05\/image.png\" alt=\"\" class=\"wp-image-579\" srcset=\"https:\/\/sites.wsagames.com\/et4g23-yr3\/wp-content\/uploads\/sites\/41\/2026\/05\/image.png 567w, https:\/\/sites.wsagames.com\/et4g23-yr3\/wp-content\/uploads\/sites\/41\/2026\/05\/image-300x220.png 300w\" sizes=\"(max-width: 567px) 100vw, 567px\" \/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">For each of these levels, we also thought of an aesthetic to match so that Paula could make varying assets for them, and so that each island had its own identity.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">It was also at this point I decided to remove the double jump ability from the game, as it felt like too much of a &#8220;catch-all&#8221; ability. It gave too much movement with no repercussions or prerequisites required.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><br><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><\/p>\n","protected":false},"excerpt":{"rendered":"<p>This post will be about Paula and I&#8217;s though process towards planning islands, whether it be their aesthetics, new mechanics being added and even the order they are introduced to the player: Planning Ability usage Before planning out the platforming levels, I need to know what abilities are available to the player. Many of which [&hellip;]<\/p>\n","protected":false},"author":28,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[28],"tags":[],"class_list":["post-578","post","type-post","status-publish","format-standard","hentry","category-sprint-1"],"_links":{"self":[{"href":"https:\/\/sites.wsagames.com\/et4g23-yr3\/wp-json\/wp\/v2\/posts\/578","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sites.wsagames.com\/et4g23-yr3\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sites.wsagames.com\/et4g23-yr3\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sites.wsagames.com\/et4g23-yr3\/wp-json\/wp\/v2\/users\/28"}],"replies":[{"embeddable":true,"href":"https:\/\/sites.wsagames.com\/et4g23-yr3\/wp-json\/wp\/v2\/comments?post=578"}],"version-history":[{"count":3,"href":"https:\/\/sites.wsagames.com\/et4g23-yr3\/wp-json\/wp\/v2\/posts\/578\/revisions"}],"predecessor-version":[{"id":660,"href":"https:\/\/sites.wsagames.com\/et4g23-yr3\/wp-json\/wp\/v2\/posts\/578\/revisions\/660"}],"wp:attachment":[{"href":"https:\/\/sites.wsagames.com\/et4g23-yr3\/wp-json\/wp\/v2\/media?parent=578"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sites.wsagames.com\/et4g23-yr3\/wp-json\/wp\/v2\/categories?post=578"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sites.wsagames.com\/et4g23-yr3\/wp-json\/wp\/v2\/tags?post=578"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}