I can’t say I was prepared for how tedious level design would be. You know it in the back of your mind but it doesn’t hit home till you wipe out the timeline for wave three for the third time and then realize that you’ve inadvertently jacked up wave one as well. So here’s to all the level designers that are behind every typical moment in game design history.
Ok, so this level uses three or four wave timelines to staff the level with bad guys. They don’t do much that is fancy at all and there are some pretty glaring inconsistencies. Stuff moves too slow, it doesn’t turn right. I have respawn code that regenerates bad guys at bizarre moments. The player’s last battle is awkward. Still, all the elements are there so I feel good about finally moving on to the last couple of Argon Assault videos.