Getting Level 1 NOT wrong
Posted in development on August 18th, 2009 by admin
ooh look, the Cletus level editor - looks, erm, fun?
This week Anthony has mostly been going over the level design for level 1. He has been deciding where to place any pesky traps, where you will be able to pick up Cletus’ weapons and figuring out which enemies are going to blow you to bits. As Anthony has pointed out, because this is the first level of the game, it is probably the trickiest; it needs to introduce the core elements slowly, as well as hook people in so it has to be both exciting and easy. It also establishes the rhythm of the game. Whatever else we do, it ultimately depends on getting this part right. Or at least not wrong.








