this is faceplant a difficult platforming game where you only control the jumping your goal is
to get to the top without falling all the way back down you can wish list it now on Steam
but my bugs list has been getting pretty out of hand sometimes you face plant when there is a
sufficient distance between the poles when You Face plan in a very specific position against
the wall and jump your characters launched into the air if your face plant a conveyor
and you're against the wall the character starts glitching out if you fall onto a platform from a
very specific angle and height and then fall off that platform the character automatically turns
around and jumps back onto the platform without you having done anything if you press jump while
you're falling the character moves horizontally if you face plant onto a right conveyor while
you're facing left you move right and therefore face right then when you jump you jump left even
though you're facing right there's a dark area in the game but sometimes the dog area effect
continues outside of this area and the player becomes transparent so I'm 50 sure I know how
to fix maybe 7 of these but instead of doing that I've been making progress on some other things
so this is my rough plan of tasks to complete you may remember this from a previous video
but last time which is level incorrectly now I made a huge chunk of progress on level design
especially and since then I've mainly been focusing on level design still so now I'm here
foreign last time the level design was at 67 and I had just started with the poles mechanic but
I finished it off with this portal puzzle area which portal will you choose to go in now I'm
90 complete with the level design and onto the final area put together this document in paint
which includes all of the jumps so far and I can just mix and match and create some interesting
level designs I also created this jump trajectory tool so I can test all the kinds of jumps without
having to run the game check this video out to see how I made this and other tools the final
area also introduces two new mechanics that conveyors which basically just speed you up
and slow you down depending on the direction that they're facing and the Springs my initial
idea for the Springs was a little bit too simple they're now based on momentum and I've added in a
spring bonus mechanic it's really cool when you get it going uh not that that not that that's a
fail try that again it's really cool when you get it right because you just start springing all the
way up and then I just start combining everything together in this section is incredibly fun but I
think that's all I'm going to be showing of the level design from now on this is the end of the
game no spoilers my new main task is the level art so I started designing some level art with a
completely new Direction I was originally going to draw each screen individually with details
and unique areas because I thought it would work well for storytelling but it's not very
effective if you think of a game like jumping you're mostly static so you have time to take
in your surroundings but in faceplant you are constantly moving it's just far too distracting
lesson learned and I'm going with a more simple approach which focuses more on the atmosphere and
I'm gonna have to think of a new way to tell the story of the game any suggestions let me know I
do like the new direction that it's going I never managed to mess around with the Parallax tests and
oh my goodness ship it it's broken here but when it does work it adds a huge amount of depth to
the game yeah that's way better it's obviously not finished yet but definitely expect some
more level odd in future videos other than that I've been feeling a little bit burnt
out with the game so one day spontaneously on stream we did a little play test tournament
which was really fun 10 minutes let's see how far you can get on the cloud nice nice
doesn't jump there doesn't lose progress gets the double jump in gets the long jump three
clouds followed by a successive two Cloud into 36 oh my God aw is God of the game moving past
the cloud isn't regenerated but they've saved themselves second job in can they
make the long jump into them in the wall ah they're gonna fall but they saved themselves
W nice try nice try cloud is absolutely brutal there were no plans to do this but it was
incredibly valuable here's what I learned firstly the game is very hard that is how
it's intended I noticed players were struggling with some earlier sections but then they would
overcome those sections after a few tries this isn't supposed to be an easy game those players
who overcame their problems got that sense of satisfaction that I was hoping they would get
so that's a good thing but I also learned that some parts of the game are incredibly unfair and
that's a bad thing so in the game I jumps like this did you spot the problem there basically
there are some jumps in the game which are only possible if you use the coyote timing so coyote
timing is a feature in a lot of platform and games which allows the player to jump while they've left
a platform it's a quality of life thing but in some areas of My Level design I was basically
using it as a mechanic it's not very good design if you jump while you're on the platform and you
always fail so I've had to go through the entire level design and check for areas like this where
it's just not possible to make the jump while you're on the platform and it's only possible
to make it while you're off the platform and tweak it so that you are on the platform makes
the game a lot easier but also a lot more fair which is what I want because the feedback that
I got I also introduced this sort of playground feature to the starting area of the game which
kind of acts like a tutorial you know you can get used to the jumps without there being any
major punishment another thing that I changed was this initially in this game you would jump
and jump and jump and maybe you'd miss this jump and in order to try that jump again you have to
wait until you're all the way back down at the bottom this was a point of frustration for new
players so what I did was introduce these walls which act as return points basically if you fail
this jump you can just quickly return and try it again rather than having to wait until you're at
the bottom these aren't in all areas of the game there are some areas as you see here where you
have to kind of retrace your steps in order to make progress if you if you don't suck at the
game but adding them in in the earlier areas is definitely helpful for beginners so they don't get
too frustrated too early another thing playtest has brought up is that when you make it to a new
area you're basically seeing that new area for the first time and just have to immediately react
because the character is always moving that is just part of the game like in Geometry Dash It's
Gonna Be trial and error until you get it right but in order to help alleviate this I've added
the ability to look up and down so you can see where you need to make progress if you want it
is really only useful if you're in a bucket right now or if you are face planted but I don't know I
gotta do some more place testing with it and see if it's actually needed or not but now it's time
these [ __ ] books
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huh it was actually a lot easier than I thought foreign [Music]