Level 0 - Level Design
Posted 01 March 2009 - 01:39 PM
EDIT: And I forgot to add, the bridge in the picture is supposed to be one of those breakable ones where you have to run fast enough to cross. May get rid of the red spring since that kind of defeats the purpose.
Posted 02 March 2009 - 06:20 PM
To me I imagine this act as a fairly linear level, not in that there aren't many routes but more that the level itself is straight and clear cut. Alternative routes are obvious and simple to move from one to the other.
Firstly I wanted to take advantage of the way sonic jumps when leaping from the tip of a hill, he always seems to go just that little bit higher and further. I know its been used in previous games but it always felt like a bit of a glitch, I wanted it to make it feel as if it should be there and the idea of sand dunes makes it fit in nicely.
Loosely based on the Devils Curve.
Next up is a method of getting in a 3-way level split as quickly as possible without it looking forced, the idea was based on this diagram.
If running at full speed you run up the side of the dune and over to the other side (eg. http://www.youtube.com/watch?v=Iu_wbdLi64k...feature=related around the 2min section but minus the boost pad), if not you continue down the slope and run across the water. Alternatively if you're half way over the dune when your speed isn't enough to make it you'll drop down leaving you without enough momentum to clear the water so you're forced to take the lower route underwater.
Using a combination of ideas I wanted to give this act a sense of height and altitude whether that's climbing up ledges or running full pelt almost vertically.
Not sure if this loop idea would work best if the player goes full circle and continues to run vertically down or if they go an extra quarter of the way round and shoot out horizontally near the little branch.
This concept was taking inspiration from the start of AIZ where you do a massive jump across the front of a waterfall (before the place burns down).
Jump over the spring and you can take the route under the waterfall or jump on the spring and run right across the roof in a half loop taking the alternative route.
Posted 03 March 2009 - 12:12 PM
I think that one is pretty cool. I personally think that running down the wall rather than launching off the branch would look much better though.
Posted 03 March 2009 - 01:42 PM
Either way, it may be made speed-dependent, or something like that. Remember the hidden room in MHZ?
Posted 04 March 2009 - 06:58 AM
I love these stage ideas but we butter use them in small doses or else we'll get a Sonic Rush-like stage design happening. And no one found them challenging, just heaps of running. Not trying to dim your hopes on the idea just saying that. The multi-level platorms feels sooo reminisent of aquatic ruin zone. I love that idea so much!
Posted 04 March 2009 - 09:54 AM
If this is something along the lines of what you want for this level then I can probably flesh it out and expand on it when I get some free time. At the moment I have no idea what the tiles will be like or what charater specific moves are avaliable so I've left it very generic for the time being.
I think most concepts in the design are self explanatory but if you don't understand a part ask and I'll explain it.
Posted 05 March 2009 - 10:15 AM
Having paths cross was the best way I could think of to keep a decent amount of alternative routes whilst maintaining a straight foward level. Adding too many could make things confusing so I imagine they would be used sparinly as the levels become more complex from the first level onwards
Posted 05 March 2009 - 01:21 PM
Posted 12 March 2009 - 05:41 AM
Another idea would be to use those trees that hang on the side of cliffs as a springboard of sorts. Not sure how you would add that in, if at all, though I could see it working with Matwek's treeloop. You loop the tree, run down the cliff, hit the tree branch and springboard off to the right or something. Again, just throwing out ideas.