#Planning a Level
28 messages · Page 1 of 1 (latest)
i guess not
just send the ID from ng and that should suffice
like what it is in game
Okay 
wait
@hybrid wolf automod said it has too many emojis
???
i guess just dont use emojis
but realistically this should suffice
screenshots of it
if you cant get it to work
Name
The level will be called "Fading Away".
Song
1-14-2017 WIP by Xorberax
Song offset will be 0 (0:00).
Length
Long (a minute long to be exact).
Difficulty
Normal (or 3
).
(1/5)
Concept
First I had this rough idea of building a V2 to "Stereo Funk" (88680860) by VPJHuk 3 months ago because the fading effects at the beginning were so impressive to me, and also I always loved to do a second version or a harder version of a level that I really liked and enjoyed, it is inspirational.
However, I abandoned this idea until recently that I added this idea to my "Starting Ideas" exercise that I had with that original idea of a very peculiar way of fading the blocks and structures and I got this inspiration from Windows Aero, of how windows are displayed and closed with that fading effect and the way it moves, blurs, zooms and fades away.
And then, during this week I came with this level called "lTerra6" (93168845) by robotchief, which it has the song that the level will have. The song made me feel nostalgic and somewhat melancholic, it fits so well with this idea that I wrote in that exercise.
My way of storytelling or connecting points and ideas begins from just a basic idea and that is being this fading effect that I want to accomplish. I first started to think how the level would be when I played robotchief's level while listening to that song, and it was the structures coming from above and then below to then they fade away with that fading effect, basic stuff. But then, of how the song ends abruptly and how it made me feel, it started to make sense, so then I got now this theme or concept of the level: How things were sweet and memorable and how times and things changes but these memories are going to fade away forever, just like life itself.
(2/5)
Gameplay
- (0:00 - 0:08) It will start as the square in slow speed with some big structures and little platforms with yellow pads and some spikes that goes to the music slowly.
- (0:09 - 0:18) Ball gamemode comes in 1x speed with some structures, slopes and yellow and purple orbs. It will sync with the drums, heats for when the ball hits to an orb and some of the beats of the drums when the ball jumps or falls.
- (0:18 - 0:27) The UFO gamemode comes in with floating spikes that fades with
while big structures appears from above or below every time a specific tune of the song hits. It will be sight-readable as possible. Specific timing jumps or gravity changes will not be added in this. - (0:27 - 0:36) Then, changes to the ship gamemode. Gameplay and structures would be likely the same as before with the UFO but more structures will be appearing syncing to the song.
- (0:37 - 0:46) A robot part. It becomes simplier with gameplay by adding obstacles that appears scaling to the proper size. It also will be sight-readable as possible.
- (0:46 - 0:54) The square gamemode is back, with almost the same basic gameplay like the beginning but with 1x speed. It also becomes more auto the closer it gets to the end.
- (0:55) Last second of the song will be the cube teleporting to random places that are deteriorated and unfinished, until the last note of the song, being the cube falling to nowhere.
- (0:56 - 1:00) It will be auto because is the credits.
(3/5)
Visuals
- First part (0:00 - 0:08) will be designed like an old 1.0 level with color green for the BG and the ground that pulses to the song. Some notes of the song would make the level have a slightly glitch effect (like a glitched camera). At the last second it goes black and the transition is going to be black and white squares getting closer to the square that syncs to the song. The ball portal will be visible.
- Second part (0:09 - 018) will have a modern style visual, primarily made of basic shapes and colors that fits to the mood of the song (bright colors).
- Third part (0:18 - 0:27) would have bright lighting from the ceiling and ground. The structures that are appearing will be animated with the new Keyframe system on 2.2, so these are like stretching and rotating before getting to its proper size. And they also starts with a blur effect in it to then these get clear. The color would be monochromatic (sky blue) but theres also another color that will be added in this part which is red, it has the purpose of warn the player before the structures appears with the fading effect. These also fades in the same way but in reverse when these move away from the camera.
- Fourth part (0:27 - 0:36) will have the same visuals to last part since it is layered in the same way.
(4/5)
- Fifth part (0:37 - 0:46) will look like cubism. Here the level becomes to deteriorate with a visual effect that makes everything blurry and burning from the sides of the screen, and also it gets grayer.
- Sixth part (0:46 - 0:55) is going to look like the first part, being designed as an old level, but it becomes more and more clear that the structures are not coming that much like before and it will became look like an unfinished level. The teleport portals are going to be invisible since not only you don't do anything on the last 3 seconds of this part but also to make a feeling or suspense of the level being "faded away".
- Seventh and last part (0:56 - 1:00) will be the credits. Once the level is "faded away", it displays the name of the level in big letters, showing the whole layout of the level inside of it as silhouette. The title then fades what it has inside of it and it converts to white letters. It also fades to the last 2 seconds to pure dark. Once the level is completed, more credits will show up on the left side, being these my logo, dedicated to VPJHuk and special thanks.
Goals
- Make the player to reflect the meaning of the level.
- Making sure that I'm not going to show any text during gameplay and more in showing the feelings and visuals, it's a very good way of storytelling when you don't need words to tell a story.
- Since this level will have 2.2 features, will most likely be finished in the first week of November.
- I'll take notes and feedbacks of people for the level to polish it even more.
- Build the level when I'm not feeling exhausted or rushed so the level will be taken care of.
- Get different comments of how the level described to the players.
- Getting featured and probably epic too so more people will enjoy my level.
(5/5)
(i didnt sleep writting this)
Thanks ^^
rep added
If you have any time, you can check the whole thing. That will be appreciated.