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AtoB

In AtoB, the premise was to design a level using only what was provided to us in a package and make a map that would have the players travel a distinct path. 

Bird Eye View

This is the bird's eye view of the AtoB map. Because of the elevation and the fact that you loop back around it needed to be split into two parts. The bottom half is first, where the player starts in a tutorial-like area where they learn and get used to the controls. First they learn to jump to get over a barrier, then to crouch to get under the wall. Now they learn the long jump, which is set up so if they fail they can get back up. After that, they are introduced to grappling on a ledge. By jumping while near a ledge, the player will grab and boost themselves up automatically. Then they exit the tutorial area into the main map. They are met with a giant sword off in the distance and begin to work their way up the canyon to reach it. 

AtoBSword.png

This was the main goal for me in this project using a weenie (the sword) to help orientate the player. As long as they head to the sword they are going the right way. I noticed in testing that once the player leaves the tutorial area (behind the camera) they would be looking straight and not at the sword, sometimes you wouldn't really notice it immediately. So I lowered the tutorial section and made a small ramp to the level which is where the player is currently standing. This plays into our natural reaction to look up when moving up therefore when the player goes up the ramp they are met with the sword and know this is where they need to go. 

AtoBKey.png

Here is a small parkour room the player needs to complete to get the key to open the door to their right. The key was very small so I added a light that would hopefully draw the eyes to the key. A side effect of that was the shadow of the key on the floor. I liked the look of this and angled the light to cast the shadow in a way to help guide the eyes to the key.

AtoBReflect.png

This is a screenshot of the map. This perspective is from an Easter egg I hid in the AtoB project where if the player searches they could find a teleporter to the top of the sword and can overlook the map. Due to time restrictions I focused more on gameplay polish and not the esthetics.

Known Issues: 

  • The overall player movement can be a bit troublesome to use. As I stated, I did not make any player mechanics and only made the level layout. So players have a long jump and a buggy grapple.

  • There is a bug that kills the player if they fall too far, so some teleporters kill the player if they teleport below the starting teleporter.

  • Must Alt F4 to exit the game.

Gameplay

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