Levels - The-Source-Eternal/Children-of-IO GitHub Wiki
Notes on Levels
(From UNC) Each level should include a synopsis, the required introductory material (and how it is provided), the objectives, and the details of what happens in the level. Depending on the game, this may include the physical description of the map, the critical path that the player needs to take, and what encounters are important or incidental.
Shall leves be procedurally generated? Individually created? A mix? At least some could have branching paths that different levels of knowledge can take (to hear more ask @thesourceeternal. Also we should put a more clear description on a linked page)
Comments on possible flow/direction for presentation of concepts should be put on a Teaching Paths page.
Details on level design contributions and level creation contributions should be put on the Contribution page.
Levels
Links to level pages (Not a complete list of the levels needed)
Intro: Getting a feel for the controls (things to jump over and go under, etc.) [Levels: Object Creation] (https://github.com/The-Source-Eternal/Children-of-IO/wiki/Levels:-Object-Creation) Object Transforms (move, scale, rotate) [Levels: If] (https://github.com/The-Source-Eternal/Children-of-IO/wiki/Levels:-If) Commenting (mentorship intro) - This lesson should be early on. Note: all the displayed code in game should always have appropriate commenting Iteration Interactivity Adding components [Levels: Gravity] (https://github.com/The-Source-Eternal/Children-of-IO/wiki/Levels:-Gravity) [Levels: Move vs. Warp Object] (https://github.com/The-Source-Eternal/Children-of-IO/wiki/Levels:-Move-vs.-Warp-Object) [Levels: Move and/or Elevator] (https://github.com/The-Source-Eternal/Children-of-IO/wiki/Levels:-Move-and_or-Elevator) Levels: Identifying Objects Levels: Syntax, though perhaps sprinkled throughout instead? As well? Possibly getting to: Primitives, object creation, http://oos.moxiecode.com/js_webgl/recursive_tree_cubes/ first, http://oos.moxiecode.com/js_webgl/mouse_cubes/ at the end
[Levels: Brainstorms] (https://github.com/The-Source-Eternal/Children-of-IO/wiki/Levels:-Brainstorms) (contains current list of everything to learn, needs organization)
We need to start formulating how we're going to teach game design if that's something we want to tackle.
Persistent features
Present in all, or most, levels
Mentorship.
This needs to be its own page. It's super important. It can involve irc (chat), forums, and multiplayer. It may start with code commenting and code quality.
Syntax
Perhaps chests can always be locked by a syntax or format bug. Chests can be in styles to match the levels. Player collects alphanumeric characters instead of coins or stars.
- There could be other persistent features? Locked doors, cabinets, health?
- How do we make sure the player actually does these, or that they notice them? Have a whole level dedicated to them to introduce them?
- Very easy feedback mechanism on what the player has learned in regards to syntax and formatting.
- Procedurally generated dungeon for syntax instead or in addition. Perhaps a place to build up "mana" or something like it.