Open Boombostak opened 9 years ago
Also, victory conditions should be clear. If there are multiple hoops, you should know immediately that you need to achieve both, for example. Once these basic constraints are figured out, level design can go into full swing.
I'm going to make sub-issues for each individual particle movement.
We'll need to lock down specific, tuned behaviours for each particle type and design challenges around those behaviours. The distances traveled by reds, the orbital radii of blues, etc. Until these decisions get locked in, level design cannot be finalized.
We should also add editor helpers so we can visualize these behaviours (render start/end points for reds in editor, etc.).