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DevLog #02: Crumbling Tiles

The idea came after rewatching Indiana Jones and the Last Crusade. There’s a scene where Indy’s spelling skills are tested by means of having to step on tiles that may or may not break depending on how good his Latin is. I always thought that looked rather fun.

And that is pretty much how the concept came to be. Only I thought to add some 90 degrees. How about if the player was faced with a wall of tiles, some of which would crumble to bits if they tried climbing them? I made some scribblings.

Drafting out the concept

As with anything else, implementing the idea was a matter of breaking it down into steps. First create a tile object, give it a value that determines if it is a crumbling one or not, assign that value randomly, detect when the player climbs on the tile and then do something. Yada yada yada, and we end up with a prototype.

Transforming early scribblings into 3d objects

At the time of this update the way crumbling tiles work is fairly straightforward: Every time the game starts some tiles are set to crumble when the player interacts with them. This assignment is based on chance, which in every scenario can be changed. This comes in handy when designing routes and their difficulty.

Crumbling tiles in early gameplay

There are also other things the crumbling tile concept gives way to. For example, what do we consider a tile to be? I mean that in the literal object sense. For example, a tile could just be a tile. The current game object is just a square with a blue background and white markings. But that’s easily changed by replacing the texture to be that of, say, terracotta. And voila, here we have an actual tile.

But if we get creative enough, we can also modify the 3d object and not only its texture. What I mean to say is: Expect ice climbing to be a thing in Top Out.


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