In Chris’ lesson, I was tasked with using draw.io to design the tutorial levels for my upcoming platformer centered around the Zombie character I made in voxel. I have, so far, created 3 of the levels for my game.
Level 1

As you can see quite clearly Level 1 is very simple and it is like that for a reason. The first level or levels of a game are there to get the player used to the controls and how the game works before getting to the hard stuff which presumably would be near the end of a game. If a game is too hard at the start you run the risk of players putting the game away before touching anything past the first level. This level of my game is there to teach the player the basic controls e.g. movement and jumping also it is there so the player can establish what the goal looks like.
Level 2

However, compared to level 1, level 2 is vastly more complicated to the eye as there are a lot more things going on in the scene. In this level I have decided to introduce moving platforms (indicated by the up/down arrow). I have also added a similar jumping puzzle to the first level except from the fact that in this level I have added the possibility of death which will put the players ability of jumping (that they learned in the first level) to the test.
Level 3

The third level is still a work in progress but I can still tell you what I am planning to incorporate into it. As you can see there is a red enemy which in the game is going to shoot towards the player as soon as the level starts. This will allow the player to learn how to use the cover when under fire from an enemy. The enemy will eventually run out of ammo and retreat from combat allowing the player to continue further into the level. I am also planning to add a more difficult jumping puzzle that will truly test the players jumping abilities near the end of the level.
Overall, I am looking forward to putting this into engine to see how it all works with the right scripts and the texture work.
Matty OUT!