Tuesday, June 4, 2013

Second Draft

As Shine continues to evolve, so does everything else that encompasses it. And this means the Levels as well. Due to our time constraints, we ended up being forced to shave off quite a bit of our game, especially on the LevelDesign side.

Sadly, we saw one Level be cut: the Power Room, which hadn't really fit with the overall theme. All the levels also got reduced in size and duration.

We no longer transform many optional Grumens but now there is but one Grumen who holds the second crystal that will light the Pillar which in turn opens the Door.

The second draft of my Level Design for the Mines, (used to be Cave of Wonders). The Level has been simplified with only one Grumen and two Grunts. The Grunts no longer patrol the area in clockwise and anti-clockwise paths, but instead patrol each a half-moon path. 

Grumen Nests are placed on either side of the crystal pillar, allowing the player to choose which path he wants to follow. 

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