The Trials

Project Description

You are the current subject attempting to complete the trials. You must navigate through the training rooms to grasp what kind of obstacles are going to be ahead of you. Make sure you master these skills before beginning the trials, as your mistakes will not be as forgiving!

Programming

Walk into blue obstacles which act as a ladder under a set layer type. The movement system is able to recognize this layer and allows the player to climb the object. This shows an example of how the player is able to slide down a slope to gain momentum to jump the gap and catch the ladder to climb up.

Pink objects are moving platforms which may move in a variety of ways. The platforms in the above example move from a specific world position to an additional position. When the player collides, the platform becomes a parent of the player allowing to player to have fluid movement with the platform. When the player is no longer hitting the trigger platform, the child is removed from the platform allowing the player to continue on.

Players will need to interact with available buttons in the world to access different sections of the level. Upon interaction, players are visually notified with a button color change along with an audio que. These buttons are able to do a variety of actions including opening doors, removing objects, and triggering platform movement.

Level Design

Top down view of the tutorial level design layout.

This tutorial level follows a very linear path that the player progresses through. Each room potentially may append nearby rooms to help the player gain extra practice with the specific skill being taught. The purpose of each room is to introduce a new movement type while stacking previous movement types to continue to adapt the players understanding of the movement system.

This early room introduces the mechanic of jumping by allowing the player to navigate through several simple rooms with objects inaccesible without jumping correctly.

Players will need to test their practice of jumping in this final room of varying sized objects. If the player falls or misses a ledge, the announcer then begins to speak to the player about their failed attempt.

Through this first room of wallrunning, players are required to successfully wallrun across a large pit to understand how thic movement type works. If the player falls, they are able to climb a ledge back at the beginning of the pit to try again.

Players will now test their wallrunning skill by quickly traversing from wall to wall to reach the top button.

At this point of the level, players have completed the tutorial. They are required to showcase their mastery of skills throughout this room by utilizing all previous forms of movement types to reach the final button.

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