Traversion 1.0 Outline
The goal of this proposal is to lay out a new toolset and guidelines for future level designs, and a complete overhaul of Traversion's gameplay as it currently stands, whilst keeping the core principles and designs in tact. It'll need a fair amount of work, but it's worth it to bring it to a higher standard, and to make it worth the money. Plus, there's plenty of room for expansions.
Tools
Rocket Launcher (Default)
This tool should remain unchanged.
Guided Rocket Launcher (Rocket Launcher Alt)
The guided rocket launcher operates much like the standard rocket launcher, but with a 100% slower reload speed and slower rockets. However, a unique feature is that the rockets change their trajectory towards the direction the player is facing. Only one rocket can be active at a time, detonating if an attempt is made to fire another. To launch successive rockets, a double input is necessary. Nevertheless, switching back to the main launcher allows for a simpler double rocket jump. Unlike other tools, this one is more of a variation of the rocket launcher rather than an entirely new tool.
Grappling Hook
A key part of this proposal involves dividing the current grappling hook's functionality into two distinct tools. The first tool preserves the pulling capability, with the new grappling hook halting the player's movement before drawing them towards the wooden boards. The concept is to shift from the ability to launch oneself over great distances or rotate around a target to using the grappling hook for a more straightforward point-to-point movement, with the added flexibility to release mid-swing or mid-pull.
In essence, the grappling hook would transform into more of a utility item rather than a means to skip levels. Potentially, it could even ramp up to the speed you had just before initiating the grappling action, meaning momentum wouldn't be lost.
| Ground Cooldown | 1 second |
| Air Cooldown | 3 seconds |
| "Hooked" Cooldown | Recharge paused |
Radial Hook (Grappling Hook Alt)
The radial hook serves as the complementary component to the original grappling hook. upon firing, it would attach to a hook, allowing you to swing around it. Notably, the rope's length won't be able to extend beyond the length from where it was first fired. As it's a rope, you still have relatively free movement options, but it requires that you already have momentum.
| Ground Cooldown | 1 second |
| Air Cooldown | 4 seconds |
| "Hooked" Cooldown | Recharge paused |
Long Fall (Default)
I'd maintain the existing slow-falling mechanics, but with some adjustments. Firstly, I'd extend the total slow-fall duration to 4 seconds, while enabling continuous recharging at half speed (1 second regained every 2 seconds). Additionally, I'd change the ability to drain gradually when held rather than being consumed as a single-use ability. This, in my view, would enhance its effectiveness as a tool for covering extended distances. To balance this, introducing a longer cooldown after complete depletion would likely be needed.
Air Cushion (Long Fall Alt)
The concept behind this tool is to introduce a pseudo double jump, extend momentum carry, and raise the skill ceiling, all while making basic challenges more approachable. Despite having a relatively extended cooldown, it encourages skillful utilisation. Unlike having a fixed detonation time, it could function similarly to the Loose Cannon in TF2, where the longer you hold the key, the shorter the fuse becomes. This could also impact the cooldown duration. Upon detonation, the burst would provide a force equivalent to a jump, facilitating precise adjustments in mid-air for more complex strafing maneuvers. Given its controlled detonation points, this tool allows for canceling slides, further horizontal momentum carry, or injecting additional speed into a swing.
| Standard Cooldown | 15 second |
| "Missed" Air Cooldown | 5 seconds |
| "Hit" Air Cooldown | 2 seconds |
Chapters
Meadows
The meadows are the early game section of Traversion, featuring bright green grass, small rockets, ancient Greece inspired constructs, and sparkling blue water.
Tools
- Rocket launcher
- Slow fall
Hazards
- None
Features
- None
Desert
The desert chapter introduces a more hostile environment, filled with quicksand, cacti, lots of dead flora, and ancient ruins.
Tools
- Rocket launcher
- Slow fall
- Grappling hook
Hazards
- Quicksand
- Cacti
- Spikes
Features
- Boost rings
Ice
Ice changes the hazards from being objects, to environmental with its foreboding blizzards and ice storms, spikes, hostile snow men, and slippery frozen lakes.
Tools
- Rocket Launcher
- Slow Fall
- Grappling Hook
Hazards
- Low friction surfaces
- Weather events
- Spike fields
- Snowmen
Features
- Boost rings
- Jump pads
Mountains
The mountains turn the previously flatter level designs on their heads, featuring deep valleys, immense heights, a mix of loose rocks, and steep faces to traverse.
Tools
- Rocket launcher
- Slow fall
- Grappling hook
Hazards
- Weather events
- Wind tunnels
- Sharp rocks
Features
- Jump pads
- Grip walls
Urban
With a more modern look at Traversion, the urban area takes place in a seemingly abandoned city with empty cars piled high, and previously impressive buildings now destroyed, with their fragments scattered across the maps.
Tools
- Rocket launcher
- Slow fall
- Grappling hook
- Air cushion
Hazards
- Low friction surfaces
- Fires
Features
- Boost rings
- Jump pads
- Grip walls
Volcano
On the inside of an angry volcano, this chapter is full of dumped toxic waste, fiery lava, and mex platforms set up to explore a place that was never supposed to have been found.
Tools
- Rocket launcher
- Slow fall
- Grappling hook
- Air cushion
- Guided rocket launcher
Hazards
- Spikes
- Rotating platforms
- Fires
- Lava
- Toxic waste
Features
- Wind tunnels (rising heat)
Space
Jumping through asteroid fields, planetoids, and other space age hazards, the space chapter forces you to become the master of gravity, dodging old satellites, strange technology, and the pull of deadly forces of nature.
Tools
- Rocket launcher
- Slow fall
- Grappling hook
- Air cushion
- Guided rocket launcher
- Radial hook
Hazards
- Gravity wells
- Meteorites
- Black holes
Features
- Moving platforms
- Low gravity
- Wormholes
Level Progression
Visuals
I believe adding a bit more texture and detail to the materials could significantly enhance the game. While I've always appreciated the low-poly, flat-color aesthetic, it can make discerning movement challenging and feels a bit too indie with its sole colors. Introducing an edge shader, possibly paired with normal mapping for the islands and materials on top of vertex variation, could improve their interaction with light, providing more visual interest and depth. The aim would be to maintain the single-color appearance from a distance. In the long run, adopting a basic material like felt or plastic in terms of roughness and normals, without the need for albedo, along with consistent poly sizes and slightly more directional, varied lighting, could bring about positive changes.
I also believe that Blender's cavities are a great example of the type of edge highlights that could benefit the game. Clear visibility of the level and landmarks is crucial for a movement platformer.
Currently, the game feels somewhat inconsistent. Some models are rounded, others are smooth shaded, and some have hard edges. While it carries a low-poly style, there are instances of high-poly elements, contributing to this inconsistency.



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