Devlog #4 - The Dark Mine: Level Select
Announcement
Before we start we have an announcement to make: We now have a discord๐๐๐
https://discord.gg/94EZQnWQ
join it now and you'll get exclusive content of our game! Now let's get into this weeks devlog. Oh and if you like how our discord server is set up and want a tutorial on how to do that leave a like and we'll consider it.
Introduction
Welcome to our 4th devlog. This one is about the level select. And before you get distracted by some other media the level select of our game isn't UI. Got your attention now? no? Ok wait theres more but you'll have to read the devlog for that.
A different kind of level select
As mentioned our level select doesn't consist of UI. Why? Because. Ou level select is inspired by Rayman Legends, if anyone still knows this game write it in the comments. In Rayman Legends you walk through a hall to select different worlds in which the levels are located. you select them by walking over a wood mount with a picture of the world or level and pressing a button on your controller. We don't use wood mounts or controllers nor do we have a guy without legs or arms as a player character but we have doors!
Doors
Who knows if there are more doors or wheels but we know that doors are better symbols for entering things than wheels (or are they?). Take a look at this image
This is the level select. You might already understand the concept here but we are going to explain it anyway. You see the doors are like the wood mounts in Raymond Legends. You walk over the doors and can now choose to play that level. There are no worlds in our game so no need for multiple doorways with multiple doors. This is how one would do it
Is there anything more to this than doors? Well just keep reading because there is a major problem with a physical level select.
Problems
Imagine this: You want to play level 20. What do you do? You walk about 500 kilometers to get to that door only to change your opinion that you now want to play level 3. What we mean is that the more levels we make the longer players have to walk to the doors which is everything else than convenient. So here's our solution: An Elevator. There will be a wall so you will never have to walk more than 10 levels to the right as you can see here
Every 10 levels the levels will go to a floor below you. But you only can go down if you completed all levels of the previous floors (at least 1 lightbulb in every level). Look
And as you can see that's what the elevator is used for. So what do you think did this solve the problem or would you still be bored walking from left to right and up and down to get to levels?
Conclusion
The level select is a part of the game now (kind of literally) and it was really fun working on the level select. The next devlog is going to be exciting: The Shop. That's it for this devlog if you made it this far thank you. Now at this point we would tell you to follow leave a comment or read our last devlogs or add "The Dark Mine" to your collection but we are different.
The Dark Mine
A mobile puzzle game with gamemodes and gravity shifting in the dark!
Status | In development |
Author | Whale Intelligence |
Genre | Puzzle |
Tags | 2D, Casual, Dark, Puzzle-Platformer, Singleplayer, Unity |
Languages | English |
Accessibility | Color-blind friendly, Configurable controls, Interactive tutorial |
More posts
- Devlog #8 - The Dark Mine: New New NewApr 04, 2024
- Devlog #7 - The Dark Mine: New Years UpdateJan 01, 2024
- Devlog #6 - The Dark Mine: MarketingNov 26, 2023
- Devlog #5 - The Dark Mine: A Unique ShopNov 12, 2023
- Devlog #3 - The Dark Mine: Level DesignOct 22, 2023
- Devlog #2 - The Dark Mine: TutorialSep 23, 2023
- Devlog #1 - The Dark Mine: A Journey with TORCERSep 02, 2023
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