Product Production Journal Week 3 (Jacob Dixey)
This week I was tasked with “figuring out tiling” as direction. This lead me to the tilemaps and palettes, wherein I cut up Ian’s sprites and decided their colliders by editing their physics shapes individually, and turned them into palettes which I used to paint over the old levels.  I decided to leave changeable surfaces as quads as surface changing was not playing with tilemaps very well. This makes some more advanced level ideas impossible, such as two having surfaces change at the same time.
Here’s our first level that I redid:
Here’s an example of tiling paint (the palette is empty because of a known bug in Unity, and yes, it does make it a far bigger pain):
Other than tile painting, I also conceptualized and created 5 new levels. They’ve been playtested by me and Peter but definitely need more playtesting from others. I focused introducing a mechanic or new way to use that mechanic, and then using it in a more advanced setting or combining it with a previously introduced mechanic. I also tried to link level architecture and give a sense of continuous location. For example:
Level 6 holds the bottom of level 8
Level 7 starts in the bottom left, seeming to connect level 6. It leads upward and to the left to level 8.
Level 8 involves boxes and shows that boxes could fall through, explaining Level 6′s blocks. This is the kind of thinking I tried to convey in each level.
Additionally, Level 9 branches into Level 10A and 10B. 10B is just a silly branch that leads to the same level, except because you followed the box down, you actually follow the box down into the next level. The important part is that I tried it because it was extremely easy to do with the way I implemented the level ends and their scripts, so real branching level could be a genuine part of our design.