Once the Log section of the level was complete, I set out to implement a similar set up, only with a boulder following you from behind. The Gameplay idea is that you have to outrun the boulder, and make the jump at the base of the slope.
To implement this in unity, I first created a a Cage & several Pillars in 3ds max, that were used to house the boulder. I then scripted the game to open the cage gate when walking underneath it, leaving the boulder free to roll out behind you.
Below are screen-shots of the various aspects.
The next step of development was to create the town section to the level. Here we wanted to concentrate on platformer puzzles and enemy AI challenges. Andy provided me with models such as Stalls, houses and barrels. I then used those to create an environment relevant to a town setting.
Challenges on this part are mainly based around cleverly using crates to navigate under and over obstacles, whilst having to fight off enemies as you progress.
The town ends with a dock environment, where I have placed a collider forcing a change of camera. The new camera displays an end of level graphic, where the total time and coins collected are displayed. A link will then take you to the next cut-scene.
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