0613 Assignment 3: Tailwind Level Design

✔️Use the Unity package from the class of 06/11 as a starting point to create your own level for Tailwind

✔️Make sure that the level is optimized from a physics standpoint and make sure to create a level that encourages players to use all of their controls, explore the level, and solve movement puzzles.

✔️Make sure to take note of the following:

  • The level must include at least 5 score collectible objects that each present a unique challenge for the player to get.

  • In terms of physics optimizations make sure that there are very few (if any) mesh colliders in the scene, character controllers are implemented properly when it comes to physics vs non-physics interaction etc. Try to combine your notes from class, as well as your own research on how to efficiently use the Unity physics engine.

✔️Final Project Proposal


Unity Reflection

tailwindLevelDesignDemo | Tool Used _ Unity

For this week assignment, I designed several levels for tailwind. In order to give the user hints to use the different control key, I intentionally placed each collectible in a specific position. For the beginning of the game, you can see there is only one collectible at this level. It's placed in the tunnel because I'd like the user to go to the second level through passing this tunnel and falling to the next level through the waterfall. In the next level, after you collect some collectibles and move around, you will notice that there is a spotlight. The spotlight is for giving the user a hint that this is the goal for this game, and this is the last collectible they should be collecting. I place the last collectible at a specific height so that the user will not be able to collect it by just jumping. Instead, the user will have to jump to the highest tree first and glide in the air by using the shift key.

In order to correspond to the theme for my final project, I played around with many different asset through this assignment. For my final, I will be creating an underwater environment, so I was trying to create an aquatic environment with an illusory feeling in this assignment.

Throughout the designing process, the main issue I met is the bug with the material. I wasn't sure if it was because of the use of the material. The jumping effect and gliding effect didn't work at all no matter how I adjusted the collider. Every time I was trying to jump, it would be shot into the air. To cope with this, I disabled all collider with original stages and added an invisible cube with a box collider. Overall, I learned a lot with trying out different player control and also being aware of the use of water or ocean prefab and material. 


For extra credit:

✔️Solve the camera jitter bug that occurs occasionally when the player picks up a collectible

Change Update() to FixedUpdate()

✔️Solve the wall-clinging and wall-jump bugs that occur when the player makes a collision with the side of a platform and allows them to jump repeatedly.

In your reflection for the week, Include some information on how you identified the bugs, instructions on how to replicate them, as well as how you solved them. Did your fixes introduce new bugs? What are they and how are they triggered?