Build 0.6


General Changes:

  • Added particles to show a visual indicator when platforms start crumbling
  • Added particles to show a visual indicator when firejets are about to turn on
  • Added visual feedback in the checkpoints. The most recent checkpoint will now turn green.
  • Changed breakable color material to dark brown to distinguish it from the doors
  • Added “Next Level” text to the end of each level
  • Added end of game. The game will return to the menu when the end of the last level is reached.
  • Spring boards are bigger and are a different colour (X:150 -> X:200)
    • Platforming on the springboards was considered to be difficult because of their size, so making them bigger should make the jumps more fair. Colour change was done so that it was not the same as pressure plates. There was no confusion with the 2, but it does differentiate them even more.
  • Arrow box now has a trip wire that extends to where it can be activated from.
    • Confusion was on how it got activated, meaning the sound cue wasn’t enough.

Level 1:

  • Added arrows to show where the player can go
    • Changed the color to yellow so that it stands out more
  • Added text to explain basic mechanics
    • Put them to the background of the level to fit in better
  • Changes to treasure 1
    • Changed the entrance to be more in line with the momentum based momentum
    • Added an extra checkpoint to reduce run back time
    • Added hazards to the entrance make it seem intended for the player to go through.
    • Added extra walls to remove almost jumps
    • Moved the last platform before the treasure to the left to give the player a better jump
    • Removed a bit of the wall above the lava to make the second to last challenging jump easier.
  • Changes to treasure 2
    • Changed the base challenge by making it less claustrophobic
    • Added an exit to the player
    • Made the exit less visible so that is more challenging to find it as a shortcut
  • Changes to treasure 3
    • Removed lava part because it killed players more when trying to go back
    • Replaced it with spikes that are hard to hit
  • Main treasure
    • Made the spike wall larger so that the intent is clearer for the player to use the wall jump wall
  • Changes to wall jumps
    • Changed the distance between wall from 300 to 250 for more comfortable wall jumps
    • Changes to level end - made the corridor longer so that it does not seem you are running towards a dead end.

Level 2:

  • Removed boulders and spider web hazards
  • Shortened the level slightly due to the removed hazards
  • Adjusted the difficulty of challenges throughout the level
  • Added checkpoints
  • Removed several tunnels and made the remaining tunnels shorter so that they can be slid through more easily
  • Changed the layout of the main treasure room, so that it’s not possible to pass it without pressing the button
  • Changed the trigger time of some pressure plates
  • Removed the unopenable door from the beginning to clarify where the player is supposed to go
  • Made jumpable walls narrower to make it easier to move up (300 to 250 and 400 to 300)

Level 3:

  • Checkpoint 1
    • First platform has been lowered to make it more comfortable.
    • Platform after slide jump has been extended too avoid the player landing in the spikes
  • Checkpoint 2
    • Due to increase in size of springboard, platforms have also been made wider to make the challenge more fair.
    • Ceiling has increased to avoid players bumping their heads into it.
  • Checkpoint 3
    • Spikes have been pushed up so they are in vision of the player.
    • Platform that treasures rests on has been lowered so it can be seen from below.
    • An additional spring board has been added for players who lost their momentum to make the wall jump more comfortable
    • A new challenge has been added to fill the empty space after the wall jump.
  • Checkpoint 4
    • 2nd treasure challenge has been revamped.
    • Room is a more closed space instead of an open area with very little in it.
    • Platforms have been resized and set at new heights to make the jumps more comfortable
    • Players can now do a wall jump to the 3rd platform to keep the gameplay fast paced and the character in motion.
    • Vertical Spike challenge was remeasured and each jump with the springboard are now more similar to each other making it more consistent
    • Some of the spikes are pushed more into the wall to give the player more leniency, since players have experienced this challenge to be frustrating, annoying and even go to the extent to say they hated it.
  • Checkpoint 5
    • Has been affected by the increase in springboard size.
  • Checkpoint 6
    • 1st platform has been moved closer and is in vision of the camera when player stands on the ledge and not making this an uninformed jump.
    • 2nd platform is now positioned directly under the wall jumps, so that when a player collects the treasure up there and drops down, they will land on the platform.
    • 3rd treasure room has been improve
    • Left Wall jumpable wall has been extended to block the player from dying to the lava on the side of it
  • Next Level area
    • Destructible Platform that breaks by sliding is now in the wall, so that when it is removed, player sees a piece missing and informs them that they did break something.
    • Platforms are back to original size. I was not supposed to resize them and have changed them due to this.   

Level 4:

  • Added ramp to funnel player into checkpoint
  • Smoothed out wall in spawning shaft to not mislead players
  • Moved wall jump wall in final challenge closer to each other
  • Added Checkpoint before first moving lava challenge
  • Removed walljumpable walls in final challenge, smoothed out platforms to allow for easier jumps
  • Added Moving Lava to final challenge
  • Added a reset hazards hitbox to slide before final challenge to fix issues with lava
  • Added a closing door before moving lava sections to avoid the player backtracking while the lava starts moving
  • Changed first lava shaft to include less empty space at the bottom, to avoid the player looking for secrets in that location
  • Reduced static platform length after jump pad

Files

Team3_Pharaoh'sTributeEndWeek7.zip 176 MB
Apr 07, 2022

Get 21/22 Y1C - Team 3 - PHARAOH'S TRIBUTE

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