Tuesday, August 26, 2014

Platformer Tutorial Level Design

Designing a tutorial level is one for the more difficult tasks a level designer must accomplish. Tutorial Levels require the player to learn all the basic mechanics of the game in a short area, and have fun while doing so to then hook the player. Here is my basic tutorial level design for our in house Satire Platformer, Jumping Jim.







In this map, Jumping Jim must collect all the coins and follow the flowers to the end to further progress and save the garden. By passing the flowers he is checking the area for the Evil Gnomes native to the Level/Game. The entire Level "The Bloom Tomb of Doom" takes place in a "tunnel" or area of domestic wildlife in the modern age springtime. In addition, the swinging chain ball acts to serve as a type of foreshadowing for the more complex dangers and individualities of certain levels and how each will feature new challenges. 
As he checks for the evil gnomes in the day the game will further progress to the pint where he sees them come alive at night and start to take over the area, where Jim will then have to intervene.

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