Benjamin Buttenshaw's profile

Enemy and platform design (Week 4)

23/03 Group Meeting (2 hours)
 
This week we met up at the Library and covered several important topics:
 - We listed all the elements required to make a minimal viable prototype for the end of first semester
 - Discussed movement capabilities of Amelia and control system
 - Went into detail about skeletal animation and ragdoll for 3D/ 2D model in Unity
 - Decided on forest background/ environment for protoype
 - Talked about level design --> What obstacles prevent progress --> How those obstacles mesh with environment
      * An example of this was a stationary venus flytrap that snapped at the area above when Amelia jumped over it, killing her if she came within range.
 - We decided on three basic obstacles (of varying movement/ sizes) to include in the prototype
      * These included the stationary venus flytrap, a large beetle that moves horizontally and a spider that descends up and down on a web.
 - We covered the effects of collecting the ship parts and how the collectibles would be displayed to the player to feel rewarding
      * This included a image of the ship bring assembled bit by bit and sound effects as each piece is added.
 - For level design, the group is constructing a paper version during the next meeting during the holidays next week.
 - Tasks were designated for individual members and the group as a whole
      * Start Design Document
      * Background concepts (General background layout)
      * Paper Environments (Trees, Vines, etc)
      * Paper Enemies (venus, bugs, etc)
      * Paper Frog - Deni
      * Paper Platforms
      * Phone cutout - tom
      * Size specs - tom
      * UI Overlays? (jump angle thingy with arrows)
 
Paper enemies (3 hours):
The group was pretty set on an immobile venus flytrap enemy type, so I came up with a few simple designs while trying to match the style of the main character Amelia. I wanted them to be slightly funny, but still threatening as an enemy (similar to Donkey Kong Country or Rayman).
The second enemy the group decided on was a beetle or insect that moved from left to right.
 
The third and final enemy type moved along the vertical axis, so I proposed we used a spider during the meeting as it could move up and down on it's web or cling to ceilings.
Platform Ideation (3 hours):
Since the game revolves around the platforming elements, each group member was taksed with coming up with various designs for platforms that could be used in the game. I attempted to mix both typical rainforest elements with less common objects where possible. Vines, leaves and flowers would be commonly seen in a regular rainforest. The beak of a bird or a spiderweb on the other hand still fit the setting but don't immediately leap out as platform material.
Paper Environment:
Tom requested that each group member draw a frame of the background as an example of the level environment. This will be used on Wednesday when we assemble the paper prototype of the level and use it to decide the level layout. The drawing below is scaled to double the size of a smartphone screen, so we can use it as a more visible mockup of the level itself.
30/03 Group Meeting (3 hours)
 
We met to generate a paper prototype and design the tutorial level of the game that we would design in first semester, During this process we captured the image and animation assets we would need as well when the level layouts were completed.
Level 1-1: Introducing basic jump mechanics of progressing difficulty as well as enemy types.
Level 1-2: Introducing tongue swing mechanics as well as the remaining enemy types.
Enemy and platform design (Week 4)
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Enemy and platform design (Week 4)

Week 4 - Enemy and level design

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