Basic Level Blocking


This is the second devlog for my game One Door and it is about basic level blocking.

I added several basic obstacles, such as impassable walls, traps, and doors. Each obstacle has a clear visual identity and the player cannot directly pass through them. Walls use 2D collisions to limit the player's movement area. The player must find a viable path or solve a puzzle to move forward. I implemented some triggers, such as certain obstacles opening or closing automatically when the player approaches a certain area. These events enhance the interactivity of the game and make the player feel a sense of accomplishment. Some basic traps are designed to be obstacles that restrict the player's movement. The player needs to avoid these traps, or use strategies to pass through them. Traps include things like spikes and hidden trap areas that the player needs to jump, dodge, or move strategically to pass through. I spent time testing the functionality of various blockers to make sure they worked as expected and that nothing was punching through or getting stuck on the player. I also made some adjustments to optimize the responsiveness of trigger events to ensure the game flow was smooth.

When designing obstacles, I needed to make sure the game was moderately difficult, challenging the players without being too frustrating. I found the right balance of difficulty by repeatedly adjusting the position and type of obstacles.

Here are some gifs of my traps:

Get One Door

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