The week has managed to move forward quickly and I feel satisfied with what I've accomplished so far. The platform engine for "The Zodiac Chase" is finished. While moving into level design I figured I knew what I was going to do. It turns out making a fun, exciting level is harder than I thought! The original screen size was set to 4080 x 720, it seems small but height levels were originally going to play a key role in design. Later I switched over to 9600 x 720. The horizontal distance makes the speed of the player more acceptable. The slopes and drops also bring a bit of difficulty into each level. The player now has to focus on enemies and safety.
The level design is very similar to classic SNES games now, parralax backgrounds are soon to be implented.
The protagonist, Venicus, went through a lot of in game changes as well. In his original concept art I planned for him to wear a greek war helmet. In order to focus completely on the theme of the game various greek objects are scattered about. The breakable objects contain spherical pickup items that will allow you to regain health. The amount of of objects scattered are usually going to be as randomized as the amount of monsters. Underwater and breathing timers are also planned to be placed in the "Kamiros" stage. I'm not sure If I'll place "air bubbles" underwater because of *cough* certain copyright reasons. These are the many changes I've made so far. Thanks for reading. If you want to talk about the game with me personally become a member!
enjoy the solitude, embrace the creativity.
-OMAG
The level design is very similar to classic SNES games now, parralax backgrounds are soon to be implented.
The protagonist, Venicus, went through a lot of in game changes as well. In his original concept art I planned for him to wear a greek war helmet. In order to focus completely on the theme of the game various greek objects are scattered about. The breakable objects contain spherical pickup items that will allow you to regain health. The amount of of objects scattered are usually going to be as randomized as the amount of monsters. Underwater and breathing timers are also planned to be placed in the "Kamiros" stage. I'm not sure If I'll place "air bubbles" underwater because of *cough* certain copyright reasons. These are the many changes I've made so far. Thanks for reading. If you want to talk about the game with me personally become a member!
enjoy the solitude, embrace the creativity.
-OMAG