#Making a Level Plan

4 messages · Page 1 of 1 (latest)

shrewd elbow
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Chosen Idea: Atmosphere

Main Idea

A level set in a stormy sky world where the player travels through clouds, rainstorms, and glowing skies, with the environment becoming more intense as the storm grows stronger. The level feels like ascending through different layers of the atmosphere from calm skies to violent storms.

Secondary Ideas & Priorities (MoSCoW Method)

Must Have: Layered cloud backgrounds to create depth, rain effects synced with the music, smooth transitions between sky layers, consistent colour palette (blues, greys, soft whites), Clear readable gameplay despite effects

Should Have: Shooting stars during calmer sections, wind-like movement effects (slow camera shifts, object movement), lightning flashes synced to drops or beats, fog effects for depth

Could Have: Floating structures in the clouds, soft glow highlights on clouds, sunlight rays breaking through clouds, reflections on platforms

Won't Have (for this level): Heavy glow spam, neon colours, fast strobe effects and overly complex particles that cause lag

Basic Tradeoffs

Chosen priorities: Quality and Optimization

Explanation: I would prioritize making the level look clean, polished, and smooth while keeping it optimized so it runs well on different devices. This means I would accept that the level will take longer to finish in order to achieve better visuals and performance.

molten gulchBOT
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hushed sentinel
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