Sprint 1 Elementalist
I created various levels throughout the last couple of weeks, the first set being levels for the digital prototype, which was difficult enough as it is since we didn't have enemies, so I had to create levels that focused on platforming, and it ended up being really difficult in the end, some parts were just too unforgiving for the playtesters. Due to the decision to have the map sized smaller, I had to create a new level from scratch, which did take some extra time as well.
For Sprint one, I had two primary task to do, the first was to create a test level in order to test out mechanics, and the second was to create a level that shows off the earth character's ability the best.
The test level is just simply a level made specifically for the purpose of testing the game mechanics and to see how the game is played, to make it easier to create levels in the game. I created a small area in the front to test out jumping, and wall jumps, and it continues on to areas to test out dashing and enemies. I also kept empty space to add more stuff in the future. There was no issue with this one, just a simple creation of a test level.
I also created a level meant for the earth character, who is a more combat based character than high speed and movement. A lot of the level is more combat based, with more enemies and long walkways to have more enemies on the map. I also created three exits, each of which can be lead to one another, so if you backtrack, you can easily access the other exits of the game. There was an issue with this level, though it wasn't until after the sprint, we ended up changing the size of the levels, but I didn't do that till the beginning of next sprint.
Other than that there were no real issues, except I didn't really have much to work on except the two projects up there
I completed my cards, and have left nothing in progress.

(one of the protoype levels)

(the other one)
I, alongside the other Level Designers Trevor and Jackie, helped out with the creation of a level tracker in order to help make tracking which levels are made easier to be done.
After that, things started to slow down for me, I did apply a script to an enemy, but creating the two levels for the final build proved difficult as I didn't have the proper scripts for combat, and I was supposed to create the combat levels, so I couldn't test the levels that I created.
For Sprint one, I had two primary task to do, the first was to create a test level in order to test out mechanics, and the second was to create a level that shows off the earth character's ability the best.
The test level is just simply a level made specifically for the purpose of testing the game mechanics and to see how the game is played, to make it easier to create levels in the game. I created a small area in the front to test out jumping, and wall jumps, and it continues on to areas to test out dashing and enemies. I also kept empty space to add more stuff in the future. There was no issue with this one, just a simple creation of a test level.
I also created a level meant for the earth character, who is a more combat based character than high speed and movement. A lot of the level is more combat based, with more enemies and long walkways to have more enemies on the map. I also created three exits, each of which can be lead to one another, so if you backtrack, you can easily access the other exits of the game. There was an issue with this level, though it wasn't until after the sprint, we ended up changing the size of the levels, but I didn't do that till the beginning of next sprint.
Other than that there were no real issues, except I didn't really have much to work on except the two projects up there
I completed my cards, and have left nothing in progress.




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