26/02/2021- CJAmbler


Have begun work on concepting for the game. To begin with we’ve looked at games as inspiration, both mechanically and aesthetically. Mechanically we’ve drawn inspiration from games like Jumping King and Getting Over It, which have the platformer rage gaming aspect to them. Artistically we’ve looked to draw inspiration from games like Crash Bandicoot series and Yooka-Laylee.

From here I was able to start building out a very rough draft of the level design and how different zones would focus around different things, this will bring a different feel to each area for the player in how it looks and also in how it plays, giving them variety.



Level Breakdown

Zones- 8

Areas- 30

Zone 1- Start, on the ground

Areas- 1

  • Easy two jumps, focuses on teaching the jumping mechanic.

Zone 2- Alleway

Areas- 6

  • Working on jumps and getting the player to master that mechanic, progressively making the jumps more difficult.
  • Adding sloped pieces into the level design which will cause players to slide towards the end of the zone. This will enable us to control where the players will fall and how far they will go, also adds another obstacle for players to have to worry about.

Zone 3- Apartments

Areas- 4

  • A focus on the bouncing mechanic where the player will have to bounce themselves off walls to reach the platform they’re aiming for. This mechanic will be available to the player from the start of the game, but they will have to use it to get through this zone.

Zone 4-Roof Tops

Areas- 4

  • Bringing together all the past mechanics into one zone fully.
  • Narrower platforms to make players more precise with their jumps.

Zone 5- Crane

Areas- 4

  •  Platforms slightly move, less possible platforms to jump to.

Zone 6- Building site

Areas- 5

  • A funnel like zone where a mistake can cause the player to go shooting back down to the beginning of the zone or worse. Using sloped pieces we will be able to direct flow.
  • There will also be lower ceilings that the player will have to be weary of when jumping

Zone 7- Skyscraper

Areas- 5

  •  Narrow area of play, sides being open with having to jump up the front of the tower. This is a high risk zone and could result in some very bad consequences if a player was to make a mistake.

Zone 8- Top

Areas- 1

  • Final jump to reach the cake at the top. Once completed results in a game win.

Get No Bounds