THE LABYRINTH #6
- Senzu ZX
- Nov 24, 2021
- 1 min read
This week we had started our one week sprint to finish our game. We worked hard and fast, creating new levels and placing our mechanics carefully to not only make sure each level was unique but to also have a scaling difficulty to give the player something to achieve. We added 5 more levels, increasing our total level count to 10 and finally added those mechanics we had discussed weeks ago. Mechanics like falling platforms, moving platforms, pressure plate, etc. We had even received some feedback from not only our fellow classmates but our professor and one of the things that was a key aspect and issue that they all shared was the final hole. A lot of the players were overshooting the hole so I along with the help of Harry and Ibby had created a sort of magnetism script which would in a way pull the player to the hole once they were close enough and that pull getting progressively stronger. This was simply done to reduce frustration. I had also added a few invisible hit boxes so that if boxes were knocked off the map and those same boxes were used for pressure plates for example they would respawn without clashing against the player respawn.
Each level followed piece of concept art created by our scrum leader created by me. This would be our third prototype and our what we believe is our last one.






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