Day 5 - Level Re-Design, More Tricks, More Graphics
So today was a bit more productive. I figured out a way I could overcome my Level Design Obstacle, and it seems to be working generally well.
When I design and order different levels, I like to make it gradually harder by slowly introducing new objects. I thought about my dilemma I had last night and I thought about if I introduced a different obstacle that could help me design more complex levels earlier in the game. That obstacle, oddly, was the Conveyor Belt. It helped me create it so you can reach harder places of the level in less amount of time, and possibly even mislead you to the point where your stuck (as you can't go backwards on a conveyor belt that's facing towards you). So I tried it out, and I was able to design some more generally complex levels, though it did take me a little bit to think of them and I didn't make too many of them, but hey, quality and not quantity, right?
I also added some more tricks to make it more deceiving and puzzling, including some of the following:
- Walls can also disappear now, so it opens up some new pathways but more decisions to make.
- Selected Conveyor Belts can switch directions every move, so you'll either be able to come back the way you came or have to spend another move getting the conveyor belt to go in the direction you're going in.
I added some pretty nice graphics for conveyor belts, and you can clearly see which direction they are going in. I also made the Exit Staircase stand out a little more, I'm not sure if it's a big enough contrast and if it stands out enough, what do you guys think? (Look at the screenshot below)
(It's the green flag if you can't tell)
Also, is it just me or did anybody else notice that today is the 27th of March (in my timezone) during the 27th PyWeek? I thought that was sort of neat and I thought I'd point it out.
I'm going to bed, as I'm getting up early tomorrow and I have a bit of homework I need to do as well.