Devlog#2


I proposed the main idea for the project, which was a puzzle game based on a split-perspective, inverted controls puzzle game. The initial idea was close to the finished product, with a few added mechanics to help flesh out the gameplay. I handled level design and post processing, while the other two members handled asset design and coding.

We did run into a few problems, like our file system sharer almost corrupting our files entirely, as well as a few design limitations that made us bin some ideas that we couldn't implement in time, such as a teleporter that would allow characters to swap sides and pass through specific coloured barriers.

For this project, I was the lead level designer, and I managed the lighting and post-processing elements of the level. I also proposed the initial idea, and helped manage what the other members were doing, while also assisting where I could. Here, I will detail my thought process for the levels, and how they teach the player how to beath them.

The voxel artstyle was almost always something we wanted to implement, making a 2D/3D hybrid that resembles old NES games. We worked together as a trio to decide on the designs, and I'd relay what tiles I'd need so that the one handling that could supply what I needed to work. The project was very collaborative, as all of us called on each other to create things we then used ourselves in putting the level together. 

I feel like in terms of theming, we got it pretty right. We wanted our game to be about breaking borders that divide us, and we thought the best way to go about that was to have 2 loved ones separated by a border that they then have to work together to overcome. It fits nicely with the theme, we feel, and sends a message we personally believe in.

LEVEL 1


The starting level acts as a tutorial for the whole game, introducing the main mechanics without having to desync the characters or do any sort of advanced planning. It's a simple intro for the main gameplay premace.
LEVEL 2The second level introduces more advanced layouts, but keeps things pretty easy for the intro. The shape isn't to complex, and the level allows for a few different solutions to let the player get a grip of the main idea.
LEVEL 3This level introduces walls, both in a completely solid variety, and a 1 way variety. It's designed so that the player will probably pass through it their first time around, teaching them how the walls work and that they should take their time and not spam movements.
LEVEL 4This is a tutorial for the new  treadmill mechanics that will appear in subsequent levels. There's no dangers, and the level is intentionally small to let the players know what the tracks do.
LEVEL 5The treadmills are introduced in this level, and cause the player to think a lot more in advance when it comes to their movements. The treadmills are a help and a hinderance, and can either help you along or ruin it for you entirely if you don't consider both characters' movements at the same time.
LEVEL 6This level is the final, and biggest, out of all of them. The player is tasked with matching 3 sets of buttons to take down the border and win the game by joining the two characters back together. I had to use some creative tiling to get things working 100% correctly, but I'm glad it came out the way it did.

Get TetheredTogether

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