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Level Construction

Here are some special glimpses behind the scenes of my processes for level building, including but not limited to: establishing player physics and movement, establishing environment physics, importing and utilizing tiles, creating interactable objects, and developing a conversational cutscene.

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Humble Beginnings

Here's Carmine in the Godot player environment for the first time! This is where her collision and animations can be managed outside of the level.

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Collision Shapes

Tile physics are simple, but custom collision shapes take a bit more work. The palm tree platforms have transparency from below, as indicted by the arrow!

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A Broad Overview

Take a glimpse at Level 1 in its entirety! Building terrain is a long process, both literally and visually.

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Basic Controls

These simple sprite designs pasted on the background of Level 1 let players know how to play the game. Use your double jump wisely!

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Items and Text Boxes

Being able to interact with potential shells is a key mechanic for this game. Here's a glimpse at that structure in the game engine!

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Boxes of Doom

Unfortunately, going for a swim is not a part of this game. When you touch the water, these collision shapes will reset the level so that you can try again!

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Fly That Flag!

These flag sprites exist to mark the end of each level! When Carmine touches them, she moves onto the next level further down the beach as the day passes on.

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Making a Menu

The main menu art for Growing Pains was designed in Procreate, with the buttons being added from within Godot. There's even a button that directs players to this very website!

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Soundtrack

The coding doesn't just stop at levels. Using EarSketch, even the game's soundtrack involves code!

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A New Friend?

Cordelia makes a brief appearance at the end of the game to give Carmine a helping hand (claw?). The part she plays is short and sweet, but her message is important.

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Building a Cutscene

Growing Pains' final cutscene is critical for communicating the overall message of the game. It was very different to build than typical levels, and involved lots of planning and work!

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The End!

Every crab gets a happy ending! The game's final screen is a thank you message to YOU, the player, from myself and Carmine.

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