#Making a level plan

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spiral junco
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Level name: Bermuda
Music: Camelia - Bermuda ∆ Triangle (ft. The8BitDrummer)
(I just like both of their works)

Concept: The level explores the theory I had in mind: "What if the Bermuda Triangle is been a portal through dimensions this whole time?". In the beginning of the level, the player enters the said anomaly and during the level, gets thrown into various dimensions and planes, until he eventually leaves the Triangle safe and sound.

Gameplay:
Features All modes, where each mode takes its own individual part, and closer to the end of the level, the changes get more fast and rapid.

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(00:00 - 00:10) - Ship - The player flies above the stormy sea, slowly losing the signal of his coms and eventually gets trapped inside of Bermuda Triangle.

(00:10 - 00:12) - Ship - Once he gets inside, he immediately gets it's first teleportation and gets inside of a very big worm creature for a brief second. Fast paced and intense.

(00:12 - 00:23) - Ball - The player end up in Hell and tries to get through until the next teleportation. Lava, stalactites and clubstep monsters as obstacles.

(00:23 - 00:33) - Swing - we end up in a vast, glitchy space and fly through lots of corrupted data as obstacles. There's a specific path, but may hide a secret coin.

(00:33 - 00:44) - Spider - Getting into a spaceship that is in its post destruction state, crawling through damaged surfaces and towards the portal in a capitan bridge.

(00:44 - 00:56) - Cube - getting transferred into a large facility that has experienced a severe damage and it's on the verge of explosion.

(01:01) - small break for the drums

(00:56 - 01:05) - Robot - The facility has launched it's self destruction sequence and the whole place is crumbling apart and we end up in a portal right before the explosion.

(01:08 - 01:31) - Wave - Intence waving through reimagined Nine Circles style level, which taking the new gradient trigger into creating the same effect as in 1.9. Aimed to recreate the NC style, by using the new features.

(01:31 - 01:47) - UFO - Using the new blocks, making a long UFO part, that sets in the Catsle Area and creates the unique routes through orb timings.

(01:48 - 02:03) - All - A rapid change through the modes at different speeds to compliment the music and show how different parts of the level were made in different styles.

(02:03 - 02:10) - Ship - The player finally gets out of Bermuda Triangle and end up back above the sea. The signal slowly returns to normal.

(02:10) - End of the level.

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Visuals:
Each part aims to be taking its own style, so I could understand how each decoration style works and which I like the most. Gradient trigger for effects and decoration of the wave part.

Goal: Understand various different decoration styles, Improve layout building, building up consistency in making projects.

(Also I just like the song very much)