In Rayman´s Designer engine, the A to B typical goal of a platformer videogame is also accompanied by a primary task of collecting blue orbs called "tings", normally 100 tings you must collect if you want to reach the goal sign and consider the level finished. As that, you can take advantage of the mechanic by creating obligatory paths that could be left behind if it wasn´t for the obligatory collectibles that the blue tings are.
I am explaining this because all of my levels designed here have this property. As a special trait exclusive from my creations, I also made another optional collectible which are 100 dark blue tings scattered across the map. These dark blue tings have the function of guiding you across the level, they aren´t mandatory to collect and don´t affect the game whatsoever.
Another of the first maps I ever created, and an example that my first steps were pretty goosey and committed similar mistakes, namely, enlarging uselessly the map. In this map, we have another case of beginning the level top left of the map and having to go immediately to the bottom following a path for just collecting a few measly tings.
Case here, however, it adds the difference that the path to follow is straightforward: Rayman will find the main path blocked by a lethal object and he has no choice but to process going the lower road after leaving the beginning area (designed to be as if he´s leaving some cave atop the mountain).
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