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The Joy of Creation

  • Writer: Ian Cotner
    Ian Cotner
  • Oct 5, 2017
  • 2 min read

Today I actually got to build some of a level. Up until this point, I've been acting producer for my team, meaning I did a lot of meeting and QA stuff, but very little actual hands-on game design. It felt so wonderful.

The goal of the level was to show off a condensed version of what a final level would be; running into a challenge without the means to overcome it, exploring the level and completing smaller challenges, before finding the means to overcome the big challenge, then completing the big challenge getting access to the next level.

My section was pretty basic, just some jumping challenges to test the players ability to use the newly obtained double jump, but it's the little things that make a difference. For example, there's a collapsing bridge right at the beginning of the level that forces the player into the lower sections of the level. From the place they land, they can actually see where the Double Jump power is, when they couldn't see it from the top of the level.

Another thing I got to add where optional challenges for collectibles the player could complete. The first collectible is right in front of the player when they drop down to the lower levels, teaching them that such things exist. The second and third collectibles are simply more difficult double jump challenges near the exit, to reward players that have really mastered double jumping. The fourth, and hardest collectible, is below the outcropping with the exit, on top of the room where the player gets the double jump. The player has to go to the ledge leading up to the exit, jump off early, then wait until they drop down before making their second jump over to the ledge. It is incredibly difficult and needs precise timing and positioning. Making the jump is a wonderful feeling.

I had so much fun actually building something for players to run around in and experience, it was a breath of fresh air. Never underestimate the joy of creation.

 
 
 

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