Level Design pt 9

Unity Placeholder Puzzle 3 & 4

For most of the Unity Placeholder levels, they did actually fit the designated area that was made with alongside drawings which is something I was constantly looking on and changing things, in terms of the placeholders there are a couple of new things that have been added.

Puzzle 3

With Puzzle 3 there is a new addition of Pink Blocks (Like fully pink, not just a little bit) which represent the Platform Ranger 2 can make go up and down, rather than just side to side, this type of mechanics would be easy to discover for the players because as it’s a platform which they already have had experience with before and it having a different application should be easy enough to grasp. This Puzzle also has the addition of hidden walls, which could hold more to the overall puzzle solving. Mainly for this case so far it’s just a block the Ranger 2 is able to move for his purpose.

So those are the new things that have been introduced. additionally this would also relate to the camera angle as well, because the game has a fixed camera, the only indication that something could be there would be the fact the object would be highlighted whilst not actually being visible by the player.

Below are a couple of screen showing the differences in each level. As you already know the Blue box represent where the switches would go, but what they correlate to it between me and my team, it would be your job to figure it out once you get the play the game.

Puzzle 4

Now we are on to the final piece of the puzzle (you see what I did there?) where it has the most amount of steps for the players to take and most amount of space which would be very beneficial for the Aliens to cause all kinds of problems for the Rangers at least in the game. With some additions to the mechanics now with platforms the Rangers are able to rotate their direction, previously they only had one direction going with them, so it’s was either vertically or horizontally, but now with Puzzle 4 we can change that with switches, not the powers because that would require having a certain power that could only be for the final stage, interesting to add, but not exactly the idea that would implement well considering the current mechanics.

What I mean by changing with switches it applies to all platforms on the map, so if the original direction a platform was horizontal, this would change to vertical and vice-versa.

But this also includes a new type of mechanic, being bridges which are orange boxes, now I don’t mean ones that can be made artificially current with the blocks and the platforms, but physical bridges, that can also rotate with switches.

So now we have a few things that are there and it would work alongside all the rest of the mechanics

With the final design, I had to add a few things to extra after realising it was actually too small from the drawing reference I made, but it wasn’t too difficult to make it up as it worked out pretty well. You can click on these to take a closer look.

Next Steps

For me now, it’s to focus on the audio and also detailing this to team as it may become confusing to follow, not that it isn’t detailed, it’s just that’s the point, there’s too many details to follow so it’s best to show it visually so it’s easier to understand and consume.

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Placeholder Level Showcase

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Level Design pt 8