Update - Level Design


Feedback received indicated players wanted a jump function. This was already in the works but was not yet functional. Now, Skele-Tony has basic jumping abilities so long as his collider is touching the ground or water. Steps had to be taken to ensure the player could not continue jumping while in the air. Fixing the jumping issue allowed me to continue on to building the level.

The camera now follows Skele-Tony. This is only a basic parent/child relationship for now. I intend to add a more complex camera through cinemachine.


a basic level has been assembled using free assets (KingKelpa (2023). Rogue-like Sewer Tileset. Gamedevmarket. Available at: https://www.gamedevmarket.net/asset/rogue-like-sewer-tileset). This includes platforms, and a pool of water that Skele-Tony can swim in.

The level was made through tile mapping using the above resource. The background is generated using the random tile brush. five possible tiles were assigned, four with brick patterns, and three were duplicates of a blank tile to space out the brick patterns and make it look more distinctive. The platforms were generated non-randomly and were assigned to a separate child of the tilemap grid. This child was given a tilemap collider enabling Skele-Tony to float across them. This posed an issue as initially the collider was not the same size as the tiles themselves (they were much smaller), causing Skele-Tony to slide into the gaps between the colliders. Fixing this problem became a number one priority.


Players can choose their battlefield, leaping across platforms or swimming down below. The water is an effector that Skele-Tony can swim through. Though Skele-Tony cannot double-jump in the air, while they are in water the player can continue jumping until they are no longer touching the water. This is by design and simulates very basic swimming.

Files

Build 1.1.zip Play in browser
May 03, 2024

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