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Level Design Planning for Planets

Planet 1

Planet 1

Lvl 1 -

Only Terrestrial Moons appear in this level. Players cannot die in this level at all. Spawn rate is consistent. Whenever a player destroys a moon another one spawns.

Lvl 2 -

TM and Terrestrial Asteroids appear in this level onwards. TAs are slowest in this level. The base value of ttr in the xml file can be established for this level and all remaining levels have ttr with a subtraction to them based on difficult they need to be and what the CPM for that level is. TAs spawn one at a time in this level, when one is destroyed another spawns. If a TA gets too close the asteroids could all freeze and the player is told to type the letters on the asteroid closest to them to kill it.

Lvl 3 -

Same as last level but TAs now spawn in pairs and are marginally faster (for instance ttr-5).

Lvl 4 -

Introduces a barrage like system where clumps of 2-3 asteroids spawn at once on different corners of the screen. TMs continue spawning in almost all levels for the sake points and Gravel material.

Lvl 5 -

The ttr is a bit faster (ex: ttr-10) but after a few barrage phases the players are faced by their first Gargantuan Asteroid. Killing it and its off-shoot asteroids completes all levels for this planet.

Planet 2

Lvl 1 -

Introduces Vulcanian Moons.

Another level where players cannot die directly because of moving obstacles. However players will learn that if they keep destroying VMs their overheat meter rises. Maxing out the overheat meter causes a lose of life as well. Therefore players must try to mainly destroy TMs in this level and use VMs only when too many spawn or there overheat meter has cooled down.

Lvl 2 -

TAs spawn this level onwards again in groups of 1 to 3 at a time. Make 3 asteroids spawn at the same time whenever a VM is on screen and the players overheat meter is sufficiently cool. This could encourage them to destroy the VM in order to destroy all other obstacles.

Lvl 3 -