Tuesday, July 29, 2014

Dev Blog 26 - Level Design Cues, Sound FX

Got a few updated sound fx implemented today, and also tweaked a few levels to add little cues. For DropPlatforms (the platforms that fall out from underneath the player when touched) I added 2 different subtle cues to let the player know what will happen.

The first cue is on some levels, the DropPlatforms are different colors from the other platforms. In some levels this different in quite obvious (dark brown vs light brown) but on others a little more subtle.

The second cue is on some levels, the DropPlatforms are at a slightly lower Y position then the rest of the platforms.

For consistency, both of these cues are never used together, it's always one or the other in a level. Also for consistency, every DropPlatform in a given level has the same cue. No reason to fool the player into thinking a platform is safe by not having the cue applied to it, only to have the player die and get frustrated. That's just mean design.

Also finished cutting up the final riddle instructions. Now it's much shorter, and during the first final riddle after 60/120/180 seconds a tip will come up explaining how to solve a final riddle, in case the player doesn't figure it out immediately.

The next two things on the docket are disabling some things that make the gameplay a little annoying. The first is disabling shoot-spamming, so the player had to hit the key each time they want to shoot. The second is to disable sound FX spamming, so a sound effect won't play again until it's finished playing.

Update @ 6:30PM: Fixed the two issues mentioned above (I suppose you could consider them bugs). Now the player must press the right key multiple times if they want to shoot multiple times, and holding the key down or pressing the key rapidly won't spam the sound effect, but it can still be heard multiple times in a level (the shooting levels or multiple jump levels for example).

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