u/DependentShame8393

Image 1 — DEVLOG #02
LEVEL BLOCKOUT AND EARLY GAME DESIGN
Image 2 — DEVLOG #02
LEVEL BLOCKOUT AND EARLY GAME DESIGN
Image 3 — DEVLOG #02
LEVEL BLOCKOUT AND EARLY GAME DESIGN
Image 4 — DEVLOG #02
LEVEL BLOCKOUT AND EARLY GAME DESIGN
Image 5 — DEVLOG #02
LEVEL BLOCKOUT AND EARLY GAME DESIGN

DEVLOG #02 LEVEL BLOCKOUT AND EARLY GAME DESIGN

As part of the next stage of the assignment, I started planning the blockout and gameplay progression of the project. The goal of the player is to reach the sheep before the timer runs out.

Levels 1 to 3 are designed as tutorial levels introducing the core mechanics:
Level 1 focuses on movement and jumping.
Level 2 introduces more precise jumping.
Level 3 introduces pushing boxes to reach higher platforms.

Levels 4 to 6 begin introducing enemies and stealth mechanics:
Level 4 presents the regular wolf.
Level 5 introduces stealth against patrolling wolves and the sleeping pill power up that adds time to the timer.
Level 6 introduces the fast wolf and shows that hiding in bushes does not work against it.

Levels 7 to 10 combine mechanics and increase difficulty:
Level 7 teaches the flashlight mechanic that temporarily blinds the fast wolf.
Level 8 introduces the camouflaged wolf designed to trick and aggressively chase the player.
Level 9 introduces the wolf costume mechanic that allows the player to blend in with the camouflaged wolf.
Level 10 combines all mechanics together.

I also started creating early sprites for the project. I decided to work with a pre made character template pack as a base and adapt it to fit the game’s visual style:
https://erisesra.itch.io/character-templates-pack

u/DependentShame8393 — 3 days ago