The grappling hook can be picked up by the player by walking into it. Level 3 is based around the grappling hook mechanic. Specific vaults are indicated to the player using Pink walls, but the player can vault over any wall that is 2 blocks or below in the game. This allows the player to continue moving without losing their momentum. Vaulting occurs when the player jumps close to small walls. The player can choose to crouch and walk under these archways by standing still and pressing C, but they can get under them faster if they sprint and press C.Īlso introduced in Level 2 is Vaulting. Crouching can be done when standing, but to slide, the player must be sprinting by pressing Shift. When they get to the top, the player is introduced to crouching and sliding, with archways. The player can jump back at any time by pressing Space Ladders can be climbed by walking or jumping onto them and pressing W. Level 2 continues the idea of gradually introducing game mechanics, beginning with a ladder puzzle, to introduce the player to ladders in the game. On top of this, the camera tilts, to give the player a better idea of the direction they are going in. When wall-running, the player can reach positions that are farther away than if they just jumped. Wall-running is my favourite mechanic in the game and got lots of positive feedback when asking colleagues to playtest. On the first level, the player is introduced to movement using the WASD keys, using the mouse to look around, jumping and wall-running. Game Rules and User InteractionsĪs stated above, the gameplay revolves around parkour mechanics, which are gradually explained to the player as they play the demo more and more. This helps sell the effect that the player is stuck in this 80’s-style ‘Neon Wonderland’. Since then, I decided to home in on this theme, creating a custom VHS-style shader and overlaying a broken VHS video clip over the game’s camera. Around halfway through, I was experimenting with Unity’s post-process effects and decided that a neon theme would be the way to go. Throughout development, I tried to keep to a theme. The story of the game and the controls are given to the player through the use of text prompts throughout each of the courses.Īn example of some of the jumping puzzles in the game The mechanics of the game revolve around speed-running each level to beat the clock since the rabbit is late for an important date! The mechanics of the game revolve around parkour, with the player using various mechanics to reach the goal in the fastest way possible. Neon Wonderland is a first-person parkour game from the perspective of the White Rabbit.
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