This post is a follow up to the previous two sections, and as such I'll be showing off my ideas for the setting decided on in the first section. I have no intention of using all of these designs in my advert; I don't have the time. Every little helps though and its important to show things that won't go into the finished product as well. Another thing to note is that they are likely to be slightly altered in the actual modelling. These are just here to give an idea of what each piece looks like.
Ok, now that that's cleared up here are my designs for the objects:
Standard Platform -
An inactive platform shown above and an activated one shown below. These are your regular platforms that make up the broken circuit boards in each level.
In order to complete a level every one of these platforms, recognisable by their blackish colouring, must be realigned with the 'mainframe' to repair the circuit board and progress with the game.
How are they activated? You step on them and they activate by lighting up. Once you step off it and activate another platform, it will automatically drop down into its place on the 'mainframe'.
The tricky part arises however when you realise that these are also the only footing you have in the level, so you need to choose wisely about where you step, otherwise you could find yourself stuck and unable to finish.
Solid Platform -
The second major variety of platform in the game. These platforms remain exactly where they are when stepped on. No score is gained, and on timed levels the timer stops when these are stepped on.
Both the starting platform and end platform are solid, and often times platforms with gimmicks are stationary too. So when you see these you can catch your breath on them before deciding where to go next.
End Platform -
Recognisable by its pillars and exit sign at its top, this is the platform you need to reach to complete the level. It doesn't just let you through unconditionally however. It only activates after the circuit board is fixed, so if you reach it before then it won't work.
One more thing to bear in mind is that even if you make the repairs, you still need to reach this platform to leave the level. If not then you'll have to restart the whole level from scratch again.
Safe Platform -
These are standard platforms that have a glass tile above the platform itself. These are there to forgive player who make mistakes, as once the hex drops, the glass top stays in place as a permanent platform.
It is however a double edged sword, as errors don't go unpunished. Stepping on these platforms after the hex has been dropped results in score deduction, meaning its harder to achieve a high rating at the end. These platforms are a temptation or a scapegoat for people to use if they so want to, but it comes at a price.
Multi-Story Platform -
These are standard platforms that have been stacked up. When stepped on, the hex at the bottom of the stack will activate and drop, and will continue in this manner until all of the hexes have dropped.
These platforms encourage being stepped on multiple times, as all of the hexes in the stacks must be dropped to complete the level. Just keep an eye on how many hexes are in the stack. It'll determine how many times you can use it.
Firewalls -
These aren't a type of platform. These are a form of obstacle placed within the levels. Wherever these flames are coming up from, that path across the platforms is blocked off, meaning you need to find ways round them.
Same rules apply as in any level, but not all of them given give you freedom of choice. Firewalls are hard to get round in real life. Why should the game be any different?
Moving Platform -
These are type of gimmicky platform. They follow a set path visible by the bars, and these platforms are a means of reaching areas that can't be reached otherwise.
Most often these platforms are solid, but it gets very interesting when you have levels with standard platforms that move, and you have to think that much harder.
Spring, Dive, and Landing Platforms -
Some more varieties of gimmicky platforms. I've grouped these together because they all work in conjunction with each other. These type of platforms are found in levels that have multiple tiers to them, and they serve as your means to reach them.
Spring Platforms rocket you up to higher tiers, whilst Dive platforms send you down to lower ones. The Landing platforms are there to indicate what platform you'll land on after stepping on one of the other two.
Any and all of these platforms can be either solid or standard. Like with moving platforms, the levels are made that bit more interesting when these gimmicky platforms can drop as well.
In all honesty I haven't really put proper thought into how a tiered level would work. It may be something to contemplate in the future, but these are just concepts. I won't be using these ones in the advert, but as I said before, they are ideas and they're worth showing for that reason.
Bits -
These are objects found in certain levels that require picking up in order to complete to level. Of course the same rules apply that you have to repair the circuit board as well, but sometimes that isn't enough to get the job done.
Normally you'll find a few more safe platforms in these levels because of the extra planning you have
to do in levels involving these items. They also fetch a good number of points for your score.
Quite a few different designs to look at here. As far as including them goes, the only designs set to appear in the advert as of currently are the Standard platform, the Solid platform and the End Platform. That doesn't mean to say though that I'll be scrapping the rest of these. If I do get round to someday making the actual game, you can bet these will most likely appear in them.
As usual thanks for viewing. Look forward to more stuff in the future and if you haven't already then take a look at some of the other concept pages back on the previous page.
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