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"All In A Day" Original Level Pack WIP Thread

I have finished all I needed to finish for a Playtest Demo. I did have to cut the bonus stage I had originally wanted to include cause I felt it would be a little too much for a Playtest Demo and besides I could use the feedback I get on this and apply it to the bonus levels.

this demo includes 4 main campaign levels, 2 boss levels, 1 special stage, and 26 emblems to collect!
this level pack makes heavy use of 10-Line momentum which uncaps how much speed you can gain but you can turn it off using the "custommomentum" console command, it accepts: "on/off". I strongly recommend to keep it on unless you're playing as a character that has their own custom momentum. having it off will not save when you exit the game so you'll have to turn it back off next time you open the game if you wanna keep it off for whatever reason.
your save will not carry over to the final level pack for it will use a different .dat. this is because the original is using the placeholder name but also in case I change anything about emblems or unlocks so nothing breaks or something.
if you check the Credits text file in the PK3, you can see all the credits for everything I used that isnt mine but are open assets or stuff some friends made or what music I used. soundtest is also unlocked so you can see more music credits. all the level pack's tracks are at the bottom.
and i'm not releasing this in the addons section cause I dont feel comfortable sharing unfinished stuff there even if it is technically a finished demo. this is purely for playtesting and feedback purposes.

I'm releasing this demo mostly for feedback since this is my first original level pack and I want this to be good so here's some things for feedbackers.
this will be a 5 zone level pack so dont except a big adventure or anything. I had trouble thinking of the final zone so yeah any more is out of my scope.
I want the levels to be a little short since I've noticed alot of the level packs I think are cool but dont like revisiting for whatever reason all have one problem: the levels are too long. for single acts it's understandable but for full 2 act zones it's a bit much so I hope to have a steady increase in level length as the pack goes on but of course not too long.
this level pack is built around speed inspired by my love for the boost games just without the boost and instead relying on momentum gaining.
I want to try and have a steady increase in difficulty as the levels go on so the beginning will be easy while end will be harder.
I am a one man show and I only really know how to make levels so complex custom objects are out of my scope.

okay with all that finally out of the way!
I hope you enjoy this little snip-bit of All In a Day.
there will be no more demos after this cause this level pack's kinda short so dont wanna give you everything in a "demo" lol.

okay enough talking, have fun and dont forget to leave feedback if you have any! :]
this map pack is so well made keep up the great work!
 
I have finished all I needed to finish for a Playtest Demo. I did have to cut the bonus stage I had originally wanted to include cause I felt it would be a little too much for a Playtest Demo and besides I could use the feedback I get on this and apply it to the bonus levels.

this demo includes 4 main campaign levels, 2 boss levels, 1 special stage, and 26 emblems to collect!
this level pack makes heavy use of 10-Line momentum which uncaps how much speed you can gain but you can turn it off using the "custommomentum" console command, it accepts: "on/off". I strongly recommend to keep it on unless you're playing as a character that has their own custom momentum. having it off will not save when you exit the game so you'll have to turn it back off next time you open the game if you wanna keep it off for whatever reason.
your save will not carry over to the final level pack for it will use a different .dat. this is because the original is using the placeholder name but also in case I change anything about emblems or unlocks so nothing breaks or something.
if you check the Credits text file in the PK3, you can see all the credits for everything I used that isnt mine but are open assets or stuff some friends made or what music I used. soundtest is also unlocked so you can see more music credits. all the level pack's tracks are at the bottom.
and i'm not releasing this in the addons section cause I dont feel comfortable sharing unfinished stuff there even if it is technically a finished demo. this is purely for playtesting and feedback purposes.

I'm releasing this demo mostly for feedback since this is my first original level pack and I want this to be good so here's some things for feedbackers.
this will be a 5 zone level pack so dont except a big adventure or anything. I had trouble thinking of the final zone so yeah any more is out of my scope.
I want the levels to be a little short since I've noticed alot of the level packs I think are cool but dont like revisiting for whatever reason all have one problem: the levels are too long. for single acts it's understandable but for full 2 act zones it's a bit much so I hope to have a steady increase in level length as the pack goes on but of course not too long.
this level pack is built around speed inspired by my love for the boost games just without the boost and instead relying on momentum gaining.
I want to try and have a steady increase in difficulty as the levels go on so the beginning will be easy while end will be harder.
I am a one man show and I only really know how to make levels so complex custom objects are out of my scope.

okay with all that finally out of the way!
I hope you enjoy this little snip-bit of All In a Day.
there will be no more demos after this cause this level pack's kinda short so dont wanna give you everything in a "demo" lol.

okay enough talking, have fun and dont forget to leave feedback if you have any! :]
Man, I totally forgot to say my thoughts on this demo (idk how, I literally played this when it first came out...)
Anyways, I think it's good!!!! (I'm so good at giving feedback...) but fr tho, I really don't have anything feedback-related, just I really enjoy this demo!!!! the level design is really good and I love the uhhhhh.... multiple paths and music choices!!!! (Chaos Island my beloved...) and the single special stage looks really cool and LOVE how it's designed!!!

Anyways, I think that's my thoughts about the demo!!!! it's really good!!!! (10/10!!!) and I'm looking forward for the full release soon!!!
 
alright I havent shown much of Waving Waters here so uh here's some of that.
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I havent been working on this much cause turns out thinking of ideas for a water running level is hard lol. but I think I got some ideas and one of them is in this gif with the Fox Hunters from Plushima's Asset Collection which act as the canons from the pirate ships. they're more reliable than the other canon objects in this game, maybe a little too reliable if you see the end of the gif lol but I'll think on it. I'm thinking I could break up the water running gameplay with island or pirate ship exploring so I plan on doing that next.
 
I return, progress on Waving Waters has been a little slow cause figuring out how to make a level like this is a bit of a challenge but I did some things. the first water running segment is done, yippee! also swapped out the Fox Hunters for actual cannons cause the fox hunters were a little too reliable and kinda felt cheap.
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and a bit of the first underwater segment is being worked on just gotta think of more to do with it. it isnt going to be all running like the top layer so that's why it's a little tricky.
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I've also added a new custom object in the from of Item Capsules! Figured out how to make custom item monitors just for Waving Waters and it was so I could place them on the surface of the water so you can collect goodies while running but they're also good for floating collectables so I updated every level to have a few of these new Item Capsules sprinkled around. I also posted them to the MB so anyone else can use them so they'll be available when the mod get's approved at some point.
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That's all I got for now, might be awhile before I return again idk we'll see.
 
I was up late tonight, and gave this pack a spin and I must say I was fondly reminded of my days of working on my own levels as I played through this. I've got some thoughts on what I played, will give a few ponderings and such tonight before I crash, and likely give it another spin tomorrow when I have a chance to further refine. But for the two zones...!

Falling Forest Zone:
The level does have that 'beginner zone' vibe to it, in a good way if you ask me. Some of the corridors linking rooms felt a bit cramped, though perhaps that was intentional as you put a log or two in the middle to force the player to jump or squeeze by. I do love how you made the 1st Act end where the 2nd Act starts, glad to see the trend is still going these days. I found Act 2 far more enjoyable than Act 1, as it varied up the platforming a bit more than just hopping from tree stump to tree stump. I smiled when I fell at the branch hopping section and was forced to run along a lower path, as I was half expecting a death pit. Over all act 2 had a more open and fleshed out feeling where as Act 1 felt a bit more confined. The boss is the same ol Eggmobile as base SRB2, arena works like a charm, and I love how the act ends showing what is to come.

Scorched Stronghold Zone
This.... Hit a soft spot for me, a theme I tried once back in the day, burning ruins in a area nature tries to cling to. Though this map felt a lot more 'lively' and almost 'calm' in some manner? Likely the music choice, almost gave me Rusty Ruins vibes. The platforming in this zone really shined as I was jumping from sloped rocks to more sloped rocks to climb up and hope to goodness I don't slip and fall. I enjoyed the use of the spinning chains that sent me flying both up, and down for a speed boost. And while I am thinking of it, the dark caverns with the rolling balls and the fires 'lighting it up'? I adore the glow effect you gave the flames, absolutely wonderful for the aesthetics. One thing that did stick out to me was in Act 2 (I believe?) was where you turned those spinning chains into things to launch you up or down- Into slingshots to shoot me across the lava ways, it took me a moment to figure it out, but had a blast once I did, kudos there! The Boss, is the Eggslimer, classic, and reliable. I am curious if the 'end room' there will be changed to suit the coming zone as I was confused when I was left within a box of a room, so to speak.

Over all, a pleasant trip which reminded me of the days of old, music and graphics were pleasing to the eyes. I am curious if you have plans to make custom bosses for the zones? Either way, keep up the golden work! If I think of anything else, I'll swing back and edit this post here for more refined thoughts.
 
I was up late tonight, and gave this pack a spin and I must say I was fondly reminded of my days of working on my own levels as I played through this. I've got some thoughts on what I played, will give a few ponderings and such tonight before I crash, and likely give it another spin tomorrow when I have a chance to further refine. But for the two zones...!

Falling Forest Zone:
The level does have that 'beginner zone' vibe to it, in a good way if you ask me. Some of the corridors linking rooms felt a bit cramped, though perhaps that was intentional as you put a log or two in the middle to force the player to jump or squeeze by. I do love how you made the 1st Act end where the 2nd Act starts, glad to see the trend is still going these days. I found Act 2 far more enjoyable than Act 1, as it varied up the platforming a bit more than just hopping from tree stump to tree stump. I smiled when I fell at the branch hopping section and was forced to run along a lower path, as I was half expecting a death pit. Over all act 2 had a more open and fleshed out feeling where as Act 1 felt a bit more confined. The boss is the same ol Eggmobile as base SRB2, arena works like a charm, and I love how the act ends showing what is to come.

Scorched Stronghold Zone
This.... Hit a soft spot for me, a theme I tried once back in the day, burning ruins in a area nature tries to cling to. Though this map felt a lot more 'lively' and almost 'calm' in some manner? Likely the music choice, almost gave me Rusty Ruins vibes. The platforming in this zone really shined as I was jumping from sloped rocks to more sloped rocks to climb up and hope to goodness I don't slip and fall. I enjoyed the use of the spinning chains that sent me flying both up, and down for a speed boost. And while I am thinking of it, the dark caverns with the rolling balls and the fires 'lighting it up'? I adore the glow effect you gave the flames, absolutely wonderful for the aesthetics. One thing that did stick out to me was in Act 2 (I believe?) was where you turned those spinning chains into things to launch you up or down- Into slingshots to shoot me across the lava ways, it took me a moment to figure it out, but had a blast once I did, kudos there! The Boss, is the Eggslimer, classic, and reliable. I am curious if the 'end room' there will be changed to suit the coming zone as I was confused when I was left within a box of a room, so to speak.

Over all, a pleasant trip which reminded me of the days of old, music and graphics were pleasing to the eyes. I am curious if you have plans to make custom bosses for the zones? Either way, keep up the golden work! If I think of anything else, I'll swing back and edit this post here for more refined thoughts.
Thank you so much for the feedback and glad you enjoyed it, it means alot!

The ending room in Scorched Stronghold act 3 is not being changed but the background teaser was changed a little since I refined the next zone a little. There's a door to the side of the room that leads outside, you can even see it when you're outside and fall off the tower and I had hoped that gives enough context on how you go to the next zone from there.

I wish I could but I don't have any coding skills to make custom bosses. Thanks again though!
 
Sonic is old now! 35 to be exact! And what will I do for this occasion?
...
uh
...
look, All In A Day has a title screen now, woa
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there was a little bit more done like I did some more work on Act 1 of Waving Waters but I'm not sure whether to show anything of it cause I dont like to spoil things and this is going to be a pretty short level pack so I dont know how much else I can show from here on out, at least if I wanna continue not to spoil things (which I've not been good at most of the time).

hmm I guess I can show this since I've already shown it on discord and it doesnt show a thing I wanna keep as a surprise. some actual level design besides water running that for some reason reminds me of Emerald Coast, yay!
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Okay, that's all the time I've got. I gotta get back to playing Deltarune Chapter 5 on my PlayStation 4.
 
remember how I said that there wouldnt be another demo for this level pack?

well I was kinda right cause there wont be another demo that has multiple levels like the last one BUT you MAY be able to play another one of the levels early in a level making collab of sorts.

so to celebrate that, here's more gifs lol.

finally got more done with the first underwater path which leads to this cool cave.
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then we got more water running, y'all love that right?
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and more of the upper path with these bustable rocks that were inspired by the rocks in my Green Hill level but they're more obvious that you can break them and they actually do something useful when you do!
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honestly was not expecting this one level to take this long to make, I dont think I'm even half way through the level. it's just managing multiple paths and thinking of how to design them is hard. especially in substances that arent great for fast platforming, even if I do have a momentum mod that at lets you gain more speed in said substance... it's the water, the water is making this level take longer lol. and it sucks cause I still got more levels to make after this! but I'm still pushing through cause I wanna see this through, even if 2.3 magically comes out in the middle of development, most likely making me have to fix lots of things or even restart things idk but hopefully it doesnt come to that lol.

oh yeah, before I go. here's a little exclusive tip to keep in mind if you havent noticed it yet.

when running on water, if you jump, you can not keep water running and just splash on through... unless your character has a boost mode of some sort. it doesnt seem to work with most modded boost modes but it definitely works with all vanilla boost modes like Metal Sonic here for example. so you can do some cool skips or take new paths!
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