Here are the latest screenshots from various chapters in Shield For Hire. Keeping in touch with our RPG roots, we went with the old school RPG tileset by Mack which came with the RPG Map Editor on the Unity Asset Store.
Setting up barrier locations was probably the hardest part of creating these levels. Besides trying to keep the level design visually friendly, we wanted to make the players feel like they were part of the fantasy world. The various obstacles throughout the maps (trees, tables, chairs, etc…) are intended to be obstacles for the player, but still keep that RPG feel. So setting up barriers that will restrict the player’s orb was very important.
We didn’t want to make another ‘brick breaker’ type game with a large box as the playing field. Each level in Shield For Hire was created to have different shapes, sizes and obstacles, thereby creating its own unique challenge.
The level designs were created with the intention of visually helping the story progress. Since the game is heavily RPG themed, we wanted to keep the player invested in the game and the storyline as a whole, rather than just mindlessly progressing through the levels for points or achievements.
We’re still missing a few levels and there are some minor tweaks needed to be done for the sake of difficulty, but all in all, i’m pretty happy with the results. This was definitely one of the more fun parts of the game to work on.