Project A design doc 3.0


Date:  25.3.2022

Activity: Revised the documentation one more time. Originally intended for the doors to hold the player for a very long time but that would get boring and make for a too simple level. So I extended the level extending each section based on it's premise. The first one had one face one bigger enemy to prepare one better. The second got a new platform type and the idea of a ranged spawner that increases the difficulty as the player progresses (of course getting the spawn rate right might be a problem). The third got a leap of faith puzzle as I couldn't figure out a way to add any other puzzle that wouldn't somewhat break the hoard chase premise. The final section got remodeled keeping most original design ideas but expanding upon them. Added detailed description of the fighting mechanics as they are very important for this particular level to make the hoard combat fun and interesting. Eventually settled on the player recieving two attacks where one would require careful spending as it has a long cool down and the other would require quick reflexes as it only kille one enemy at a time at close range.

Notes: Before the design somewhat misunderstood the full scope of the project and suffered heavily from author's bias (I saw it as what I wanted it to be rather than what it was.). I also hopefully cleared out some of the major uncertainties. I removed the side text to focus on giving the relevant information in the image. Would it be possible to split it into multiple sub levels to make the level recovery on death easier?

Invested hours: 1h design ideas +2.5h implementation and refining + 15min devlog

Outcome: Redesign of the project

Files

Project A design 3.0 695 kB
Mar 25, 2022

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