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  • Writer: Will
    Will
  • Jan 9, 2018
  • 1 min read

Updated: Apr 14, 2018

After showing the water stream level to the client, we realised a better approach would be to replace it with a town level. Luckily the sprites were not made for the water stream level so not that much time was wasted.


As with the tutorial level, i used placeholder art made in MS paint to represent the ideas i had and to align every tile correctly.

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Although I think the placeholder art looks good as it is, Nathan will redo these sprites to fit in with the existing theme. This level also introduces the new concept of having tiles in front of the player which i used to represent the player going down a drain pipe.

 
 
  • Writer: Will
    Will
  • Jan 6, 2018
  • 1 min read

Updated: Apr 14, 2018

After some team discussion and client meetings I decided to implement a tutorial level so beginners would know the basics of the game, the controls and the different tile types and effects.


I made sure to include one of everything for example, strong winds, water, coins and enemies. At the moment it only uses placeholder art so i could align all the titles correctly but Nathan, the teams artist will be recreating them soon.

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  • Writer: Will
    Will
  • Jan 1, 2018
  • 1 min read

Updated: Apr 14, 2018

I decided to convert the ending screen to an immersive cut scene. Depending on which path the user finished it, the player will automatically slide off a ledge and into the ocean to complete the water cycle.


Tiles now have a toggle to appear in front of the player which will be useful in future levels and also allows the water drop to disappear into the ocean using transparent tiles in front of the player.

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