Wednesday 28 April 2021

Rayman level 04: Orient Dawn

  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.


This level has the trope on design levels of a map focused on a mechanic or an event from the game. In this map, I focus on a characteristic event on Rayman´s roster which is a collection of giant Tibetan style monks that act as moving platforms for our controlling character.



The level itself is short, and opposite of what a marathon level is(see "Eraser pin" map for example). It only needed a checkpoint event to progress to goal sign.



Another thing to point is that, while the level has a focus on a group of moving platforms, at the fourth quarter of the end of the level, the map is devoid of them: right after a unique event from this collection of unique events (a giant tibetan, but he´s holding a big ball, juggling with it) the level has no more "tibetan platforms" and prevails on just climbing up to the top of the level, where clouds and short icy pentagrams are waiting for it (as a sign of how high have you reached).




And here´s the video gameplay of the full length level. Now it´s time for the Band Land maps!
Starting for the first one: a lovely scenario full of meditating giant monks and annoying buzzing flies:









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