The goal of the game has also narrowed down to a room or level escape. You have to guide your avatar towards the open tile. As UI/display was not my main concern, we're going to deal with grids and icons/sprites until much later (unlikely to get much attention).
I give you the intro tutorial level design. This actual level may change in the final release if I get to spend time working out the balance between options and environment. Keeping it simple allowed me to actually progress in development.
Here is how you would read that layout.
- Orange - User's Avatar
- Arrow - Facing direction
- Light Gray - Wall
- Green - Open Tile
The user is given these choices for movement:
- Move 1 tile at a time
- Move the entire length open at a time
- Move left or right into open space first
- Move forwards or backwards into open space first
It's very simple, but perhaps so is the point of a intro/tutorial level. I don't have a fail condition set so the user could loop endlessly in places or randomly hit the goal. That's fine for some puzzles/levels although perhaps a repetition limit should be set. The next few tutorial levels would include title types that have fail conditions such as not being able to move forward.
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