From a90bb710e5269b8f58c317e702ee77ee78126502 Mon Sep 17 00:00:00 2001 From: Noble_Draconian Date: Fri, 15 Mar 2024 14:24:37 -0400 Subject: [PATCH] Update docs to reflect new death types and section standards --- docs/Assets/ObstacleExamples/ExampleLava.rbxm | Bin 2557 -> 2551 bytes .../ObstacleExamples/ExampleProjectiles.rbxm | Bin 22349 -> 22330 bytes docs/Assets/SST_SectionCreatorKit.rbxm | Bin 649491 -> 649267 bytes docs/Obstacle Documentation/DamageParts.md | 29 +++++-- docs/Section Documentation/Difficulty.md | 80 ++++++++++++++++++ docs/Section Documentation/index.md | 62 +------------- 6 files changed, 105 insertions(+), 66 deletions(-) create mode 100644 docs/Section Documentation/Difficulty.md diff --git a/docs/Assets/ObstacleExamples/ExampleLava.rbxm b/docs/Assets/ObstacleExamples/ExampleLava.rbxm index 01cfd12a2bc1b2c3831d09986490d2f71cec883f..bfbddadd279db574e58f9593bfc200788bfcf082 100644 GIT binary patch delta 50 zcmew>{9SlMDHBhb{CBa&1O}I~$=?odZe&`>I+=w{h@XXlfgvO@y_gZi@F?Bv$+3kI E0L)zve*gdg delta 76 zcmew^{8xBGDHBgu@=uPI0I^AJk98V0H!>|`)s$smV2}o45ct3YB3XbqBr(01kqgLh XNz6@5PYp;cDw&+ip|m-jV*(=pT4)qk diff --git a/docs/Assets/ObstacleExamples/ExampleProjectiles.rbxm b/docs/Assets/ObstacleExamples/ExampleProjectiles.rbxm index 6d6174691996696cd602bf3f1f4f70a90539b8f6..f90515aaccb1d5e9c34fc02ac4c412984e46dbb4 100644 GIT binary patch delta 982 zcmYL|Ur19?9LIm>-f3>=w!6*wr!+T}X=P><3$ymeDN{zWJ?IF zm(=4!R1XE=g9|aPB#4*~2~i0Vm4wuSo+_vbMWn&{orU&=?>YCJd(Q8Ce&_z~!Z?{8 zClfa;oZ3u>EEQaana)|tiGhBxY~j_Mmgbag=hGF1)LmApP-JAP>G`r<#3+xJ@tUnB z04PT@ed4fDpgrEx-2}40?(PYNvw_b55!^lUd+P_nFIVwYvTfX9!F2>}M2jKmtgj>N z5BM5713p(z$Q$-c!E}6Y`eEAuJO>)9tgP-PZYQojhGtsH{pCU5dHagS}4NSuz6lsg|AhC9r$s!A&FJIQQ#Wej{i~K@hGJ7`k%h z5^8q#8G)8o)Kvn@ign1bSzV1pCMUwwSZs{Z#S!kn8T!Xz zK^EkqqO*Y3Ik$5JXpi$})<~r=Qh8!PI5Cjy5adYh7{?W9X>q-?Y8!G}(M&H{BI^~P z1p7g+KbQ^T;jlLp7CG}!Jc8v ilBkq~7(8&7;7`K_f>77wN^NJQ&QwzwlG+1O@BY6e5CpLR delta 933 zcmaJ=OH30{6uoacC8eRADaGN=Qg7pTq>* zh&)!habZ}1X^2BYf&^K>riP7Ci6H@^D|JCpj4{NF_Z5lJg(o@hzR#U|&zX6%7$oaK zGI!s^rHk}|DVIwU>53_f@br@@TOo2<8gI^1B=9k`#+=Ekv?>+7Z7w8H(zID26lMcJ z36en;IUISU%iY#T*p?b;cXzwnJWjXIuLa(T6X~^OizvQo6?EI0mRoMZ91VPlF<^B1 zdOJO>{*EqB?aeNaz2E2dcl7o|WkdRYnF@sbXT^OaxfBzxAsOTh1&*v|gS*>9=;IQD zjy3&LNDHy_dC5-Ihoi(paRh!Sg})N3eZBo&wH^c`L^~rIoR=;*_c5m`;su-K(Vfyn zT4FWYj=qrA4z{XLXa2SO&qLNSzM8K?tL z0WU@-RInyC?{PP#^{I=PEMr{7qW1{w@plj-BO%1{auXsHy34jVH#au6w+{{m1_U7( z3)$`qKY#d5ZYexO{1I2pUT&@jJ1sEomRye%1}K9>AW&@NIRcW#z;Q}7i6%O8GzhogTr5`) UVFkh8fT(eom=7l>sPRhTFK==N_y7O^ diff --git a/docs/Assets/SST_SectionCreatorKit.rbxm b/docs/Assets/SST_SectionCreatorKit.rbxm index fecdefc13587373bc2840b5733d7a2ec38c73840..b8f9d466ad55dcc26c04c5aca920e190e064a31b 100644 GIT binary patch delta 2648 zcmW+&3tUsz9sZx20J(qx1RYU|5fSp{=A9sq1OAIyV_z$?^t!nnCq-_ELHS}4*Lr&KIUlINx%C)?{m++=ls9(ozpQL z`{7iq&4C<*gX7>jd>pAw{AmqZ?OI+#x`WUO#w{V+tmcqhCAN!g&tluL@gcSZ zP7ndNa?KX8*un*;SuBxAMG}cf#DT{FN`qdh()8;vRrrKjWwmiH*M zn+=6h(-}HQj}D* zv#pH)&N?vy?s2I$IlDxw(;_HS@5nQ*GjidvK>dpd!M#j@;NBx4HqFY*YPGt8JrWjq z{^j?qdi|#dv$DPntnkgXA@Ed2)it@5lHSzeo#p?!u_qw$YLMaq5q;#Dsyn_J87sO@ zMrG_B3{Ra*Dy%;g{O{(-c3Xt?wb4fRqi37W_gW55&-R4BnEvF#uR2ig)AXqSs9pYk z^=TI_+MW|naP8X7 z=RMc1JnwbF(u|Y1o^<6=4_jEhJMWA5a~CG~?#Wt>BWJ|pQ9ODYMujz~mOdDY$r{{Z z9j&`^ceLbg)X@2!p0Dp;E8X(d8&e+VCzMR#xKUkw>?;!;KB}l5q9b^{#5}*MikgF^ z_G4@4Et;dIw;Ik5jnB<}H~9Uzc9V&KwaWo>++rE`?QOHO9&ER6-N&}L$i>!*Ai&mS zwKg?1IhuTcKmcWa%I0m&&Hg|+4j&E!Q**Q3z7inIFV}&yO;JD)zzYPtG%E!5^+4Yl8TEA&B1v z(>k!Jz0Cl=KNmja0apliSmbJxaZoa4m1Hz8t&! 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z^Br(I<EBbA(9R!;Ta`von%nJ%iHs(>GxT!GcQ|eNF z&0Oe>Up$A0Eq*zyH?tAb6A0XP?naQ`c2|ofsb-j^=nY@PV2({LJ)I4#qxK;$)>ua^ s5xMd=YIYYcJk!?pc6i<&D*h(Unc?~K=ZnSq8!CNCiQZ^)kD4R;2a{uc*Z=?k diff --git a/docs/Obstacle Documentation/DamageParts.md b/docs/Obstacle Documentation/DamageParts.md index e635164..fbdf058 100644 --- a/docs/Obstacle Documentation/DamageParts.md +++ b/docs/Obstacle Documentation/DamageParts.md @@ -2,13 +2,32 @@ title: Damage Parts --- -Damage parts are a normal [BasePart](https://create.roblox.com/docs/reference/engine/classes/BasePart) that deals damage to a player if their hitbox comes into contact with it. +Damage parts are a normal [BasePart](https://create.roblox.com/docs/reference/engine/classes/BasePart) that deals damage to a player if their hitbox comes into contact with it. If the damage part has the tag `Hurt`, it will deal 1 heart of damage to the player. If the damage part has the tag `Kill`, it will instantly kill the player. + +Additionally, a special string attribute named `KillType` can be applied to the damage part, which will trigger its corresponding hurt / death effect when the player touches it. If this attribute is not present, standard death & hurt animations will be ran instead. + +The following damage types are available for `Hurt` parts: + +- `Frozen` : The player's avatar will be bounced up a bit while slowly flailing its arms and legs from the cold. +- `Lava` : The player's avatar will be bounced up a bit while quickly flailing its arms and legs from the burn. + +The following damage types are available for `Kill` parts: + +- `Eaten` : The player's avatar will flail around a bit as it moves down into whatever is swallowing it, then ragdoll +- `Electrocuted` : The player's avatar will rapidly seize in-place as its skeleton flashes visible, then ragdoll +- `Falling` : The player's avatar will enter an uncontrolled fall animation. If the player hits the ground before a respawn is initiated, certain accessories such as shoes will fly off of the avatar and bounce up to the camera while the avatar faceplants. +- `Frozen` : The player's avatar will become encased in a cube of ice that will float to the surface of the damage part, and it will bob there until a respawn is initiated. +- `Portfish` : A giant portfish will jump out of the surface of the damage part and swallow the player. The portfish will then swim back to underneath the surface. +- `Squished` : The player's avatar will be flattened while a "SQUARSH!" sound plays. The avatar will then ragdoll. +- `WaterDrown` : The player's avatar will grab its neck and struggle for breathable air. The avatar will then go limp forward while floating in place. +- `Lava` : The player's avatar will be lit on fire as it quickly flails its arms and legs from the burn. The avatar is bounced upwards, and will then fall downwards, noclipping through anything in its path. +- `Poison` : The player's avatar will either immediately go limp, or it will flail around struggling to stay above the surface only to go limp after. The avatar will then slowly sink beneath the surface. **Requirements** -- The damage part must have a tag of "DamagePart" -- The damage part must not have any textures applied to it, the animated damage textures will be added at runtime by the game -- The damage part must have a transparency of 0 -- The damage part must have a material of `Neon` +- The damage part must have a tag of `Hurt` or `Kill` +- The damage part must not have any textures applied to it, the animated damage textures will be added at runtime by the game if applicable. +- The damage part must have a transparency of 0 if it has the tag `Hurt`. +- The damage part must have a material of `Neon` if it has the tag `Hurt`. **Example** : [ExampleLava.rbxm](../Assets/ObstacleExamples/ExampleLava.rbxm) \ No newline at end of file diff --git a/docs/Section Documentation/Difficulty.md b/docs/Section Documentation/Difficulty.md new file mode 100644 index 0000000..10dd1a5 --- /dev/null +++ b/docs/Section Documentation/Difficulty.md @@ -0,0 +1,80 @@ +--- +title: Section difficulty +--- + +!!! Note + We are only accepting `Easy` sections at this time! + +Different section difficulties have different standards. These standards are how we quantify what the difficulty of a section is. The standards apply in a top-down fashion, from harder difficulty to easier difficulty. For example, if hard sections have a standard saying "conveyors cannot have a speed value above 40", then that standard would apply to hard sections and all difficulties below hard (such as medium). + +## Impossible and below +- The developers must be able to beat the section consistently given practice +- Avoid artificial difficulty! Some examples of artificial difficulty include: + - Super thin platforms (like 1x1x1 studs,) + - Tricking the player by adding kill parts they won’t be able to see, non-collidable platforms that are fully opaque + - Obstacles that can only be overcome by abusing glitches or requiring certain avatar sizes +- In `Impossible` sections only, obstacles must require precise timing of your avatar's movements +- The section must play and flow like a "platformer" level, not a roblox obby or flood escape 2 level +- Platforms must have a minimum standing width of 10x10 studs, and a minimum height of 1 stud + +![](../Assets/images/SectionDesignStandards/image12.png){: style="height:250px;width:250px"} + +- Shortcuts / multiple routes are allowed and encouraged, they should be slightly harder than the difficulty they are in, for example if a major shortcut appears in an easy section, it should be medium. In the example below, players are able to go left or right, with the right side being the shortcut: + +![](../Assets/images/SectionDesignStandards/image5.png) + +- We permit courses that go outside their section using teleporters, these course models CANNOT exceed the height of their parent section. If the section walls are 500 studs high, the height of the part outside the section should be a maximum of 500 studs as well! + +![](../Assets/images/SectionDesignStandards/image9.png){: style="height:250px;width:350px"} +![](../Assets/images/SectionDesignStandards/image13.png){: style="height:250px;width:350px"} + +- Similar to above, we allow SECRET shortcuts that go outside the tower, the idea is that you hide a teleporter somewhere in the course that takes the player outside the section to a course that is 1-2 tier(s) higher in difficulty than the parent section, but is able to be completed much faster with skill. For example, a secret course inside an easy section should be medium to hard. The teleporter to the secret should be well hidden! + +![](../Assets/images/SectionDesignStandards/image2.png){: style="height:250px;width:350px"} +![](../Assets/images/SectionDesignStandards/image15.png){: style="height:250px;width:350px"} + +- No damage parts directly on top of ladders and fences, you must add a barrier between the top of the ladder/fence and the damage part if you want one on top: + +![](../Assets/images/SectionDesignStandards/image3.png){: style="height:250px;width:250px"} +![](../Assets/images/SectionDesignStandards/image11.png){: style="height:250px;width:250px"} + +## Rage inducing and below +- Obstacles must have a noticably slower speed than obstacles found in `Impossible` sections +- The section must be the size of a "standard" section, smaller than roughly half of a large `Impossible` section + +## Hard and below +- Obstacles can't require strict / precise timing of movements IF that results in the player falling (being damaged for failure of precise movements is OK) +- The section's segments connecting the stationary / "rest" platforms must be shorter in length than those found in `Rage inducing` sections +- The section's segments connecting the stationary / "rest" platforms must have a noticably lower chance of making the player fall than those found in `Rage inducing` sections + +## Medium and below +- The player should be guided on where to go (e.g. signs pointing to the easiest possbile paths), the level flow should be noticably linear + +![](../Assets/images/SectionDesignStandards/image4.png){: style="height:250px;width:450px"} + +- The player should not be required to do complex movements (e.g. doublejumping in midair underneath a barrier to get to the other side of it) +- Obstacles should be noticably slower than obstacles found in `Hard` sections +- Any danger present (falling, getting hurt, etc) should be easily avoidable to a novice player + +## Easy and below +- If ice is present, it cannot require precision of movement +- Obstacle types cannot be combined, they must be standalone. This should be kept simple as we are trying to introduce players to obstacles rather than really challenge them. + +![](../Assets/images/SectionDesignStandards/image6.png){: style="height:250px;width:250px"} +![](../Assets/images/SectionDesignStandards/image1.png){: style="height:250px;width:250px"} + +- Walljumps should have a platform underneath them to catch players from falling + +![](../Assets/images/SectionDesignStandards/image10.png){: style="height:250px;width:250px"} +![](../Assets/images/SectionDesignStandards/image14.png){: style="height:250px;width:250px"} + +- Obstacles should be noticably slower than those found in `Medium` sections +- Any danger present (falling, getting hurt) should be easily avoidable to new players with minimal experience in the game + +## Cakewalk +- There should be NO danger of falling too far back in the section. Falling should at most make the player lose a few seconds of their time +- Any fall hazards should not also hurt the player upon landing (e.g. player should not be able to fall into a lava pit with a harder escape) +- Any danger (falling, getting hurt) should be avoidable by players with absolutely no experience in the game +- The section should be designed like that of an intro mario level - big platforms, a fun linear level flow, barely "tower" like (external section segments via teleporters are a great use here!) +- The section should introduce players to most mechanics in the game (obstacles and avatar movement) + diff --git a/docs/Section Documentation/index.md b/docs/Section Documentation/index.md index 0be2d5d..e8b47ec 100644 --- a/docs/Section Documentation/index.md +++ b/docs/Section Documentation/index.md @@ -1,64 +1,4 @@ ---- -title: Sections ---- - -!!! Note - We are only accepting `Easy` sections at this time! - -## Design standards - -- Avoid artificial difficulty! Some examples of artificial difficulty include: - - Super thin platforms (like 1x1x1 studs,) - - Tricking the player by adding kill parts they won’t be able to see, non-collidable platforms that are fully opaque - - Obstacles that can only be overcome by abusing glitches or requiring certain avatar sizes - -- Shortcuts / multiple routes are allowed and encouraged, they should be slightly harder than the difficulty they are in, for example if a major shortcut appears in an easy section, it should be medium. In the example below, players are able to go left or right, with the right side being the shortcut: - -![](../Assets/images/SectionDesignStandards/image5.png) - -- Players should be directed with arrow signs towards the easiest path available, arrows matter the most in `Easy` and `Medium` tiered sections: - -![](../Assets/images/SectionDesignStandards/image4.png){: style="height:250px;width:450px"} - -- We permit courses that go outside their section using teleporters, these course models CANNOT exceed the height of their parent section. If the section walls are 500 studs high, the height of the part outside the section should be a maximum of 500 studs as well! - -![](../Assets/images/SectionDesignStandards/image9.png){: style="height:250px;width:350px"} -![](../Assets/images/SectionDesignStandards/image13.png){: style="height:250px;width:350px"} - -- Similar to above, we allow SECRET shortcuts that go outside the tower, the idea is that you hide a teleporter somewhere in the course that takes the player outside the section to a course that is 1-2 tier(s) higher in difficulty than the parent section, but is able to be completed much faster with skill. For example, a secret course inside an easy section should be medium to hard. The teleporter to the secret should be well hidden! - -![](../Assets/images/SectionDesignStandards/image2.png){: style="height:250px;width:350px"} -![](../Assets/images/SectionDesignStandards/image15.png){: style="height:250px;width:350px"} - -- No damage parts directly on top of ladders and fences, you must add a barrier between the top of the ladder/fence and the damage part if you want one on top: - -![](../Assets/images/SectionDesignStandards/image3.png){: style="height:250px;width:250px"} -![](../Assets/images/SectionDesignStandards/image11.png){: style="height:250px;width:250px"} - -## Easy standards - -Easy sections act as a safe way to introduce players to the mechanics of Super Skyward Towers. It is important that they follow a logical flow of progression such that the player learns and does not become too frustrated. As such, these sections are the **most important** sections of the game. - -- Try not to overwhelm the player by combining too many obstacles of different types together, keep things simple as we are trying to introduce players to obstacles rather than really challenge them. Example shown below: - -![](../Assets/images/SectionDesignStandards/image6.png){: style="height:250px;width:250px"} -![](../Assets/images/SectionDesignStandards/image1.png){: style="height:250px;width:250px"} - -- Wall jumps should usually have a platform underneath to catch players, as shown below: - -![](../Assets/images/SectionDesignStandards/image10.png){: style="height:250px;width:250px"} -![](../Assets/images/SectionDesignStandards/image14.png){: style="height:250px;width:250px"} - -- Spinners should not be too fast, an AngularVelocity for their HingeConstraint of 0.7 - 1.1 is a good range. -- Moving platforms should not be too fast, a speed of 12 - 18 is a good range -- Conveyors should not be too fast, usually a speed of 15 - 27 is a good range -- Disappearing platforms should not disappear too fast, usually a 2 - 2.5 second wait-time is a good range - -- Regular platforms should have a minimum standing width of 10x10 studs, and a minimum height of 1 stud. Try and give players lots of ground to stand on in easy sections: - -![](../Assets/images/SectionDesignStandards/image12.png){: style="height:250px;width:250px"} - -## Artstyle standards +# Artstyle standards Super Skyward Towers has a very simplistic art style, we use standard Roblox materials and very few custom textures save for section walls.