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Adventure on Clover Island Custom Level

During our time at Futuregames we got the opportunity to work with the assets used in Adventure at Clover Island, and make a custom level using them. After looking around at the various tilesets and biomes available, I found their challengemap tileset. I used it to build a dreamscape that the player had to explore in search of red buttons that unlocked the path forwards.

The idea was to create a level design that let the player explore the alien environment, where the exploration and search of hidden objects was the primary focus of the experience. I made use of existing scripts, as well as modified some, and created new ones to better suit the level. In terms of how difficult the level is, I aimed for it to be moderately challenging in the exploration and searching. When we playtested with members of Right Nice Games, it was rather well recieved.

Below I have two of the modified scripts. The first is for the Laser Crystals that is used to guide the player through the level, between the different islands. The second script is for the Bouncing Mushroom that takes the players between the islands.

The Laser Crystal Blueprint.

Originally, the crystal couldn’t chain the light between multiple crystals, but as I found it useful as a guide to point towards the next area of interest, I changed it to allow light chaining.

The Bouncing Mushroom Blueprint.

The original Bouncing Mushroom wasn’t able to grow from a small inactive shape to an active and normal shape, but as I had different islands that needed something that blocked the player from traveling to them prematurely I thought that the Bouncing Mushroom would fit the theme of the level.

Area map of Dreamscape Escape

Areas are numbered in the order the player will visit them in.

Areas one to five are similar in how they are built, a blocky equivalent of hills and similar terrain that was supposed to feel like a dreamscape environment. Area six is intended to create a wierd labyrinthine cliffs where any break in the green and black square pattern indicates an offshoot, it also contains a few shortcuts where the player can jump on the outside of the cliff to skip sections of it and even reach otherwise unreachable areas, which was intended to lead to some exploring rewarded with pickups.

The buttons on area two to four are hidden in caves, often having some framing from some directions that is intended to guide the player slightly. Areas five and six has buttons hidden on floating islands just outside of the main level and as they are slightly harder to reach, there are pickups near them that leads the player to them well.