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Blog Entry 33 - [FRUIT, BOOM!] Level Design -The Juice Truck (prototype) Level (1)

Updated: May 1, 2023

Last week, Tim and I started designing the classic level for our prototype video. The classic level before was planned to be a mix of other levels' mechanics. Then Tim asked me, what if players played this classic level and they already have the experiences of those mechanics, they probably will not go to play the other levels. This is a really good question, I thought at the beginning, the classic level only contains some of the mechanics in other levels, but not all. However, we need to make a level within a very short time, and together with the question above, we decided to design a new mechanic for this level and not call it a classic level. This level can be another individual level among all the levels (there will be no special status for this level).


Firstly, we discussed where would the game scene be set up. Tim said he wanted it in a juice truck, I agreed and I suggested we could add the stop and acceleration mechanics on this car, that is when the car suddenly stopped, all players will move towards the front of the car due to inertia. Similarly, when the car accelerated, all players will move a little distance towards the back of the car. By adding these 2 mechanics, all players will need to play against the same condition, which is the car's situation. Also, this would be easier to prototype for our programmers.


Then we drew a sketch of this level (image below) and model it on the computer.



Tim is building this level on his laptop and I am at his side and keep discussing the details. We divided our job into he is blocking and I go to find the models and adjust them so that he can directly put them in the scene.


This level will be divided into 2 sections, one is the inside zone (fruit preparation) and one is the outside (serving the customers). So we make the inner zone mostly fighting while the outside zone can be a juice collection zone but the players need to be careful not to fall out and lose all their juice (a way of high risk and high payback). The orange shapes in the outside zone are all holes.


For the inside space, we designed a sink (which has water in it), and a moving platform (broken fridge), also we considered the moving routes for the players as we wanted to provide multi-routes for players (red arrow lines) to travel from the inside area to the outside.



A little change in the whole mechanics:

When player get props or step on the juice on the ground, they will get a 3 seconds buff that their speed will increase twice. The previous design was only when the players step on the juice, they will get the speed within that area. By changing this design, I think players can have more choices, they can touch the juice area and then go somewhere else within 3 seconds to ram other players.



Conclusion:

The basic design for this level is pretty much above and we will continue designing this. Hopefully, we can get this done within 5 days, so we can give programmers earlier and they can implement this level sooner.

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