For a while I have been working at some new graphics and trying to figure out how to go about creating a decent level design. This has proven to be a challenge, but I think I come up with a grand master plan 🙂
New graphics for the game yet again?
I had to re-consider how the graphics were created as the old style and perspective created some problems with the parallax scrolling and having the player jump upwards to other screens.
The old baggrunds were not thought to be used for parallax in the first place as our original design used the backgrounds as seen in Another World. In Another World the camera does not follow the player. As we decided to make the camera follow the player (as seen i almost any modern platformer) I had to come up with some graphics designed specifically for this purpose.
The new background graphics also solves a lot of other problems: the player and enemies are now more visible against the background, there are more attention to details in the graphics where the player looking, also the far background has been cleaned up creating a much cleaner overall look.
Game level design and graphics with a twist
It might seem obvious to create the level design first and graphics after its all done. This is how most games are done, but I want the graphics to be truly unique in The Amazing Adventure so I found an approach that is a little different.
Fist I create a overview of how the a part of the level will look using nothing but silhouettes. This gives me an idea of how the background layers will work with the front layer where the player will be running around.
Afterwards the actual level design will be done in Unity using noting but boxes or edge colliders. This makes it easy to test the game play feel and if the level itself works as it should.
Finally after intensive testing of the level I will create the detailed graphics, coloration and lighting ending up with a result like this (the graphics will of-cause cleaned up):