RoboPill is a 2D Platformer where you move through levels with your Jetpack and Wall-Jump while avoiding hazards and using the platforms to your advantage.
I created two stages with each 4 to 5 levels in them. I used playtesting and the feedback, data I received from it to Improve my Level Designs. In addition to this I discovered that a Level I made was un-passable for some players while others could complete it without any Issues. Afterwards I Iterated on it and made the Level able to be completed for both players. In the end I found out the reason why some player couldn’t complete it and others could which was the use of the Jetpack(Players who repeatedly started and restarted the Jetpack while flying wasted a lot of fuel and thus weren’t able to reach wall-Jump. While people who held down the button were able to reach it very easily)
System Design
Multiple platforms with different effects were made for use in Level Design. The damaging Platform that would kill the player when touched, a disappearing platform that would disappear after the player jumped on it, a moving platform that would be able to move between two locations and a conveyer platform that would push the player into a direction.
Planning
We decided what feature each person was going to work on and planned how we were going to fuse the different characters at a later stage when all the features were at a functional and complete state. In the Next Block we planned on who was going to make each Stage. In addition to this we planned to move the stages around after playtesting showed if the stages were in the correct order.
Research
Research was performed into 2d platformers and looked at the different platforms they were using and what purpose each of the platforms would have.
Playtesting and Iteration
Through the playtesting of my features and the feedback I received from it. I was able to iterate on the features/LD Ingredients and make them easier to use for Level Design. In the Next Block I used playtesting and feedback I received to Improve the Level Designs. In addition to this I used a playtesting document in which I documented were people died, time it took to complete the section, non lethal falls, and the amount of time a player Jumped and/or used the Jetpack.
Experience of the Project
During this project I learned about creating features/LD Ingredients in unreal and making them easy to use for Level Design. In addition to this I learned about Level Design and working together as a team to create a game.