Levels and Implementation


When designing the levels for Orbits, I had a number of things to keep in mind. While I wanted the player to be able to control two characters at a time, these characters both operated on separate screens. This forced me to put a lot of thought into how exactly platforming segments would work, as that was a major aspect of the game and one that was incredibly affected by the Orbit mechanic. To make the platforming segments challenging and fun, I first designed a basic track for Pulse to follow. After this was done, I copied his track to Asterisk's region, and then kept where Pulse could be in mind while finalizing her track. I had to make sure that Pulse and Asterisk could always be within the orbit, but also that the player wasn't able to treat each level like it occurred in a single area or screen. With this in mind, I sketched initial level ideas on white sheet paper, lines drawn to divide it vertically with the help of a ruler. While a lot changed between the level concepts and actual implementation, they served as a great basis for me to understand how I wanted the game to look and feel to players. I look forward to showing everyone when it releases at the game expo on April 23rd!

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