Thank you for answer. When I get my vision done way too fast with my rooms.. I always feel dissatisfaction feeling.. Like I have this stupid mentality that good level should take more longer to make... not less.. even If I feel like the room is done by 100%.
If you're building rooms fast maybe that just means your tools are really good!
In this situation maybe it's best to step away from that room for a day or two and you might see more improvements to make next time you look at it.
Thanks to you and Pehesse for the nice words
Poison Pipeway - Part 2I did more work on this level. Starting at the beginning with the intro area!
IntroI love designing this kind of single-screen intro area, it's very satisfying to pack lots of little bits into a small space. The main thing here is so set up the level theme - showing the pipe outlet that's poisoning the river (that will also be visible on the world map).
The lime is intended for players to kick/roll into the water and watch it disintegrate. A little hint that the poison waterfalls are deadly and shouldn't be touched.
A visual tweak I made here is to set all the plants on the screen to be dead. Normally, levels are filled with lively green plants, except in the vicinity of the end-of-level machine which is surrounded by dead plants. Here it seemed appropriate to show the poison effects by killing off the plants.
I also began work on a metal re-skin for the
tube system which can be seen here. Leilani and other objects can roll through these tubes which normally have a Leilani-friendly wooden theme. I always intended on making a metal version to use in levels where wooden tubes aren't appropriate. The tubes consist of a lot of sprites - for now I've only changed the ones I needed in order to make a pretty ScreenshotSaturday post on twitter! So throughout the rest of the level I'm still using the fully-featured wooden variety for now.
I also like hiding little secrets in this kind of area even if it's just a single buried shell... maybe there are more secrets to find? (I wouldn't want to spoil
everything even in a detailed devlog).
More level section experimentsI'm currently enjoying the lack of pressure of just experimenting with small sections of level without worrying about how they fit together - so I continued doing that.
Crossover platformsI tried out overlaying the paths of 3 sets of moving platforms. First an
easy version:
Each circular path has two platforms, the middle one rotating in the opposite direction.
I quite like that the player doesn't need to use the middle set of platforms - they're just useful for blocking the waterfall.
Next, a
medium version:
The difference here is having four waterfalls to dodge instead of just one. I think this layout is deceptively hectic - it
looks very intense, and makes you feel good for managing to scrape through it! However, the way the platforms are laid out seems to always present a sensible opportunity for jumping to the next platform. This is because whenever one of the lower platforms is underneath a waterfall, there's always another platform above it, blocking the water.
I think this layout could work very well towards the end of the level as a way to raise the feeling of tension, without actually raising difficulty too high and causing frustrating deaths.
Finally a
hard version of this layout:
The main change here that makes this *way* harder, despite there being only three waterfalls to dodge, is increasing the number of platforms on each circle from two to three. It gives the player way more to keep track of, and also removes the property of platforms always having another platform above them blocking the waterfall flow.
This is probably too hard to put in the normal course of the level - possibly could work in an optional area, or as part of a
challenge level.
For some reason I felt the need to increase the difficulty a little further by putting a chip in an awkward spot. It is pretty satisfying to pick it up and get through the whole section without taking damage.
Slow bitFor this section I was just placing stuff in the editor and seeing what happened. It's kinda nice that there isn't too much chance of death since there are a lot of platforms.
It could have potential to be fun if I add some
rainbow drops to collect.
Through tubeThis section involves going through a tube to avoid a waterfall.
It's a bit awkward - rolling into the tube from the platform doesn't really work. I did a second pass where I combined it with another set of platforms beforehand, and put the tube entrance on a solid platform.
This feels a bit better. I think the first set of platforms needs to have the platforms more tightly spaced along the path - this would allow Leilani to jump up the platforms near the end and gain more height, possibly jumping to the tube's platform without needing to go onto the more dangerous set of platforms down below. (Currently the platforms at the bottom are really hard to avoid so you end up collecting the chip there pretty much by default).
End-of-level MachineFinally, a first pass at the end-of-level area. The end of each level presents an opportunity for the player to destroy the machine by hitting the top, which gives a bigger fanfare (and eventually I intend on it giving some kind of actual reward).
(Note this area is pretty lacking in theming, please consider the visuals to be placeholder).
The top route for this area feels a little too fiddly and dangerous. I don't feel like the player is getting to show off their mastery of these moving platforms, which is the feeling they should have at the end of the level.
Also, the bottom route is plain boring - just roll forwards and hit the bottom of the tower.
So I'll be redesigning this area to better meet these goals, but I wanted to show the current state of it in the devlog for the sake of showing the level design process.
Thanks for reading!