A good solution to Week 8, Task One Colin Harding (edited by Andrew Williams)

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A good solution to Week 8, Task One Colin Harding (edited by Andrew Williams)

I started by ensuring there was nothing included which could in some way relate to chance or luck, instead I only incorporated static objects, platforms to run along, the key for the door and the door itself. The plan was to reduce any variables which could change from player to player to the minimum amount. It could never really be reduced to zero as a player may decide to move slower than the character's maximum speed.

Anything else would basically start to create a variance in play times, however the only way to limit this completely would be to have no jumping and as the game is restricted to one screen it would be a tiny level. Jumping has to be included even though it will create a possible variance in play time between players, but there is no other real way to increase the play time without making the level larger. To do this we need to make the player move on multiple platforms at different levels. As the player requires a square height to run in and also the platform will take a square height then an example of the largest level (distance wise) is shown below:

Problem What might prevent you from setting a consistent time?