I think its very promising!
Showing posts with label Level Design. Show all posts
Showing posts with label Level Design. Show all posts
Tuesday, April 30, 2013
Slingshot mechanic working!
So I spent a lot of time this weekend experimenting with the Slingshot mechanic. Interestingly enough, I realized purely by accident that you can "ricochet" yourself off of your surroundings, reaching areas you were not aiming directly at. This video shows me playing through two puzzles that I hope take advantage of this feature.
I think its very promising!
I think its very promising!
Tuesday, April 9, 2013
Contest Entry! And Level Design
In preparation for both Entelechy submissions [and another contest], both environment teams for Project Chime are now retooling their efforts to polish up Level 1 of the game.
This means that the Tutorial Level we'd planned to create within the quarter has been moved to top priority and we'll be making a push to have everything up and running very soon.
Meanwhile, our Systems guys [and gals] have been on the ball, coming up with some layouts for both the Tutorial level and Level 2. The following is just one of many concepts.
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| The player is represented here as a blue dot, while golems are represented in yellow. |
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| After making their way over to the golems up on a ledge, the player must use the double-tether mechanic to grab onto both of the golems. |
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| With a well-timed release of the third tether, this configuration will create a slingshot effect, allowing the player to travel much farther. |
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| This travel leads the player to another island, which was previously inaccessible. |
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