2D Game Design Planning - LEVEL LAYOUT
- Jaime Scott
- Jun 19, 2016
- 1 min read

The design for my level for this game is going to be pretty simple - play wise. I'm more concerned with establishing the setting and style of Renaissance Venice and introducing the player to the game objective of stealing paintings than challenging them mechanics-wise. It's the first level anyway, so it shouldn't be too challenging for the player otherwise they'll be discouraged from continuing on.

Part 1 - Bridge
- No enemies
- Simple introduction of the player into the new environment.
- Money bags/ collectables inside the bridge archways for the player to collect.
- Encouraging the player to use 'jump' mechanic to make their way up the archway stairs.

Part 2 - Rooftop
- Introducing enemies patrolling the rooftops in simple back and forward walk cycles.
- Money bags/ collectables spread across the rooftops.
- Introduction of the 'double jump' mechanic to reach money bags placed higher up.
- Falling off the roof into the canals below results in instant death - taking the player back to the beginning of the level.

Part 3 - Gallery
- Final part of Level 1.
- Jump inside the gallery building through the open window, climb up the stairs and steal the painting.
- LEVEL 1 COMPLETE!!!
- Should then take the player to an END LEVEL page displaying the players coin count score and the option to return to the games START PAGE.
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