Devlog of demo 4 #19


Hello humaaaaaans! This is PlayerXT, and today is...

◇ Day 21 of Demo 4 Production ◇

On my last day of game development, I focused on investing a little more in the Space Avenue stage. Unlike the other levels, it's an open-ended level rather than a sequence, so I have to analyze more carefully how everything connects.

But today, I'll focus on an equally important part! The Hub World island that gives access to this level.

Unlike the levels themselves, the Hub World (thanks to this mind-based theme and such) doesn't need to be that organized, being a kind of "organized mess" where I simply place platforms randomly and then organize things so that everything remains playable.

Fun fact: Did you know that being playable is an important aspect of a game?

So, as a starting point, I start by creating the path to the island, which is like a mini-trail connecting one island to another. Then I create the main path where the player normally passes and where the portal to the level will be located. After that, I create the platforms above, which are the platforming challenges for more experienced players.

With that in mind, now it's just a matter of choosing the level design theme (yes, level design has a theme). While the level design for the first island was based on a park theme with benches, trees, etc., I wanted to try something different for this island, so I thought about building a kind of snow-capped mountain with an abandoned factory inside...

(Believe me, this makes much more sense visually.)

This may seem like a trivial detail, but since the hubworld is made up of existing assets, the level design has to do twice as much work to make that place memorable in the player's mind.

And... 

that's it. I don't have any major lessons to teach you today; it's just me continuing to develop the game.

And with that said...

PlayerXT has left the server

Get Be Cube: Colony Stars (demo)

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