Level design

The plan is to create an experience similar to Spyro 1-5 with the use of Portals and HUB worlds. Due to Co-op that occurs in real-time and combat changes though, the level design must be reworked to reflect this dynamic. Let's get started.

HUB Worlds
In previous games, HUB Worlds acted as a conduit between levels accessed by Portals and an additional playspace. However, it didn't actually served any active role other than creating a gate that forces the player to complete a reparative task multiple times. Enemies will be active in the HUB Worlds after the player(s) complete a few quests.

In, there will actually be Quests that can take place in and through the HUB Worlds as well as being proactive with NPCs. For instance, you are asked to get something from another level and bring it back.

Main Levels
These levels work similarly to they have before except there are always enemies dynamically spawning in and co-op sections which require larger areas in levels. There will be no Challenge Portals present unless technically required otherwise.

Due to technical advances, more percise skyspheres that involves an actual floor will be present. Personally, I wanted to see where the floating islands of Dream Weavers was hovering over.

Bonus Levels
In Spyro the Dragon, there are levels known as Flight/Speedways that act as bonus levels and are usually tucked away off the main path in the HUB Worlds. Because of the fact that we aren't just dealing with Spyro anymore means dedicated flight levels are no longer possible. However, this doesn't mean these challenges can be put into the main levels.

Instead, there will be compitition/coopertaive levels in which you do one of the following challenges.
 * Arena - A wave-based challenge in which players work together or compete for the most enemy kills possible.
 * Marathon - Similar to a time attack, players are tasked to retrieving mutiple paton and putting it in its proper place before time runs out.
 * Race - Compete with another player or an AI opponent to see who can get to the finish line first.
 * Spar - Similar to Arena execpt players are pit against each other and must score a number of kills in the time allowed.

Boss Levels
Psych!

There are no dedicated Boss Levels in. These occur within a section in either the Main Levels or the HUB Worlds and the Boss is free to go anywhere in this level. Don't be afraid to coax Bosses out to a place where you hold the advantage.

Quest Area
This area of the level is dedicated to quests given by Quest Givers.

Ability Bottleneck
This feature of the level can take any form but its main purpose is to prevent some players from accessing areas intended for other characters.